Base Class: Warlock
Your patron is the overlord, the ruler, the steel helm and the iron fist. They establish their dominance in all things, ruling over their subjects through fear and power alone. Some beings that fit this description are Bane, Tiamat, or Horus. Whatever the being, your patron is synonymous with power.
Your relationship with your patron is almost certainly one of servitude; such beings do not see others, much less mortals, as equals. Even a pact made due to the patron’s need and not the warlock’s tends to place the warlock as more of a vassal than a savior.
Your patron has marked you with a Tyrant's Brand, a symbolic reminder of their rulership over you. You can pick or roll from the Tyrant's Brand table to create a mark for your character, or make your own.
Tyrant's Brand
| d6 | Mark |
|---|---|
| 1 | Your palm has a symbol of rulership permanently burned into it. |
| 2 | Your irises turn gold. |
| 3 | A thin circlet of precious metal is now permanently upon your brow. |
| 4 | A tattoo of a rearing dragon has appeared on your back. |
| 5 | Your spellcasting focus transmutes to crystal while you hold it. |
| 6 | Idle birds now watch you avidly. |
Expanded Spell List
The Tyrant lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Tyrant Expanded Spells
| Spell Level | Spells |
|---|---|
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1st |
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2nd |
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3rd |
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4th |
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5th |
Abjure the Unworthy
Starting at 1st level, you have been given the ability to cause weak foes to flee from your superiority. As an action, you can briefly manifest your patron's power. Each creature with CR 1/8 or lower that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
The maximum CR of a creature you can turn with this action increases to 1/2 when you reach 6th level in this class, 1 at 10th level, and 3 at 14th level.
You can use this action once. You regain all expended uses on a short or long rest.
Steel Will
Starting at 6th level, your will becomes as strong and unbending as your patron's, giving you the mental fortitude of a conquering king. You gain proficiency with your choice of Wisdom, Intelligence, or Charisma saving throws. If you are already proficient with the saving throw you chose, your proficiency bonus is doubled whenever you make that type of saving throw.
Vanquish the Weak
Starting at 10th level, your disdain for the weak has granted you a dismissive edge against them. You gain an additional use of your Abjure the Unworthy.
Additionally, whenever a creature is turned by Abjure the Unworthy, if it has hit points equal to or lower than 3 times your level in this class, its hit points are reduced to 1.
Mark of the Tyrant
Starting at 14th level, your patron's brand upon you has evolved to mark you as a ruler in your own right, the mark of a conquering king. Whenever you cast a spell that forces an enemy to make a saving throw, you can invoke the mark you gained from your Tyrant's Brand to strengthen the spell against that enemy. You may invoke the mark multiple times per spell to target additional affected enemies. If the save is a Wisdom save, the target that the mark is invoked against rolls a d8 and subtracts the roll from the result.
On a failed save, the target suffers one of the following additional effects of your choice:
- Avaunt. The target immediately moves up to its speed in a straight line away from you.
- Converge. The target immediately moves up to its speed in a straight line towards you.
- Bow. The target falls prone.
- Suffer. The target takes 3d10 psychic damage.
You can invoke the mark a number of times equal to your 3 + your Charisma modifier, and regain all expended uses on a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/24/2024 8:34:56 PM
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12
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2
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1.2
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Coming Soon
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10/14/2024 9:45:50 PM
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11
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1
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1.3
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Coming Soon
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