Warlock
Base Class: Warlock

Two for One Special

Greed? Indecision? Who knows. These warlocks have somehow managed to convince not one, but two patrons to share their favor. Who cares if you have to juggle the whims of two cosmic entities if it means more power. Sure, you may have annoyed two god-like beings, but they probably won't hold that against you. These warlocks alternate between two wildly different forms, each offering a delightful buffet of abilities and spells that reflect their respective patron. This can result in rapid mood swings that border on a split personality – one minute they’re all charm and the next they’re a brooding harbinger of doom.

These warlocks turn party dynamics into a roller coaster ride. One day they're monologuing about their diabolical plans and the next they're dressed in bright colors discussing pacifism. Every long rest means an identity crisis as they switch between forms, leaving their party to wonder if they'll have the right one for the next adventure. While their abilities might be as varied as their moods, their chaotic nature makes them unpredictable to their enemies. But hey, at least you’ll never get bored with a Twin Pact Warlock around—just be prepared for the chaos that comes with mixing patron powers like a cocktail gone horribly wrong.

Cosmic Duality

3rd-level  Twin Pact feature

Your patron has bestowed... wait, you have two patrons? Uh... alright, so they've reached a custody agreement. You have two distinct forms – light and dark – that you alternate between each time you take a Long Rest. Each form grants you different abilities and a different expanded spell list.

In your Light Form, when you cast a Warlock cantrip, you can bestow Temporary Hit Points to an ally within 15 feet of you. The number of Hit Points is equal to twice your Proficiency Bonus. You can use this ability a number of times equal to your Charisma modifier and regain all expended uses on a Long Rest.

In your Dark Form, when you hit a target with a Warlock cantrip, the target has Disadvantage on attack rolls and ability checks until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier and regain all expended uses on a Long Rest.

To alternate this form, you must open the Character Builder and change your option for this feature.

Dark Form

When you hit a target with a Warlock cantrip, the target has Disadvantage on attack rolls and ability checks until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier and regain all expended uses on a Long Rest.

Light Form

When you cast a Warlock cantrip, you can bestow Temporary Hit Points to an ally within 15 feet of you. The number of Hit Points is equal to twice your Proficiency Bonus. You can use this ability a number of times equal to your Charisma modifier and regain all expended uses on a Long Rest.

Twin Spells

3rd-level  Twin Pact feature

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Twin Spells table, you thereafter always have the listed spells prepared when in the associated form.

Twin Spells
Warlock Level Light Dark
3 Bless, Heroism, Aid, Calm Emotions Bane, Hellish Rebuke, Darkness, Ray of Enfeeblement
5 Beacon of Hope, Daylight Bestow Curse, Fear
7 Aura of Life, Death Ward Blight, Phantasmal Killer
9 Dispel Evil and Good, Greater Restoration Contagion, Insect Plague
Dark Spells

The magic of your patron ensures you always have certain spells ready. When you reach a Warlock level specified in the Twin Spells table, you thereafter always have the listed spells prepared.

Twin Spells
Warlock Level Spells
3 Bane, Hellish Rebuke, Darkness, Ray of Enfeeblement
5 Bestow Curse, Fear
7 Blight, Phantasmal Killer
9 Contagion, Insect Plague

Light Spells

The magic of your patron ensures you always have certain spells ready. When you reach a Warlock level specified in the Twin Spells table, you thereafter always have the listed spells prepared.

Twin Spells
Warlock Level Spells
3 Bless, Heroism, Aid, Calm Emotions
5 Beacon of Hope, Daylight
7 Aura of Life, Death Ward
9 Dispel Evil and Good, Greater Restoration

Spirit of Dawn and Dusk

6th-level Twin Pact feature

Your affinity with light or dark has transformed your body, mind, and soul.

In your Light Form, you radiate with the Light of Dawn, granting you immunity to the Blinded condition and letting you emanate sunlight up to 20 feet. 

In your Dark Form, you welcome Night's Embrace, granting you immunity to the Frightened condition.

Light of Dawn

Your body transforms – your hair is lighter and more lustrous, your skin, scales, or fur have a permanent shine, and your eyes glow faintly with a golden light. You gain immunity to the Blinded condition and can emit sunlight. The sunlight emanates from you, up to 20 feet. You can start, stop, or change the distance of the emanation (between 0 and 20 feet) as a Bonus Action.

Night's Embrace

Your body transforms – your hair or fur become patchy, your skin or scales have patches of rot and decay, and your eyes seem to absorb light, appearing as a black void. You gain immunity to the Frightened condition.

Aurora and Abyss

6th-level Twin Pact feature

You have learned to harness the energy that has transformed your body to bolster your allies or terrify your enemies.

In your Light Form, you can bestow a Luminous Blessing to grant Advantage on saving throws to allies when you give them Temporary Hit Points.

In your Dark Form, you can release the Curse of Nightmares when you roll initiative or as a Magic action. All creatures of your choice that you can see within 30 feet of you must make a Wisdom saving throw or become Frightened of you for 1 minute.

Curse of Nightmares

Your body is teeming with necrotic energy and while you haven't mastered its destructive potential, releasing a fraction of it is usually enough to send your enemies running. When you roll Initiative or as a Magic action, you can release a pulse of dark energy in a 30-foot radius sphere, centered on you. All creatures of your choice that you can see must make a Wisdom saving throw against your spell save DC or become Frightened of you for 1 minute. Frightened creatures can repeat this saving throw at the end of each of their turns, ending the effect on a success. Once you use this ability, you must finish a Short or Long Rest before you can do so again.

Luminous Blessing

The divine light within you can help your allies ward off dark magic. When you grant a creature Temporary Hit Points, they gain Advantage on saving throws until the start of your next turn.

Mantle of Divine Shadow

10th-level  Twin Pact feature

Your body has been further twisted by your patrons.

In your Light Form, you experience a Glorious Ascension granting you a Flying Speed equal to your Walking Speed.

In your Dark Form, you can manifest an Umbral Shroud with a reaction when you are hit with an attack to damage your attacker and swap places with them.

Glorious Ascension

You manifest a pair of large wings. The appearance of the wings may vary based on your patron. You gain a Flying Speed equal to your Walking Speed.

Umbral Shroud

When you are hit with an attack, you can use your reaction deal 2d6 necrotic damage to the attacker and immediately swap places with them. You must be able to see the attacker to use this ability. You can use this ability a number of times equal to your Proficiency Bonus.

Soul Eclipse

10th-level  Twin Pact feature

While your form may change each day, the power bestowed by your patrons remain within you. You have learned to tap into that hidden essence, allowing you to switch between your Light and Dark Forms as a Bonus Action. When you switch in this way, you immediately take damage equal to twice your Proficiency Bonus and remain in your alternate form for 1 minute before reverting to the original form. The damage type is radiant when are switching into your Dark Form and necrotic when switching into your Light Form. You do not regain expended uses from your features when you switch forms.

You can use this feature once and must complete a Short or Long Rest before doing so again. At 14th-level, you can use this feature twice per Short Rest.

Eternal Twilight

14th-level  Twin Pact feature

You have not only mastered the forms for both of your patrons, but learned to draw forth the powers of both in times of need.

In your Light Form, you gain resistance to radiant damage and can harness Celestial Midnight to heal your allies and sear your foes with radiant light.

In your Dark Form, you gain resistance to necrotic damage and can harness the Diabolical Equinox to drain the life from Frightened creatures to bolster your own.

Your Light and Dark Forms share your use of this feature and, once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Switching forms does not restore your use of this feature. At 20th-level, you gain one additional use of this feature.

You can now use your Soul Eclipse feature twice and regain all expended uses on a Short or Long Rest.

Celestial Midnight

The healing light bestowed by your patron has gained the ability to sear and blind your enemies and your body has undergone a final transformation with elements of your Dark Form manifesting in the Light. You choose the physical manifestations, which may include the feathers of your wings darkening, changes to your hair or eye color, or sprouting horns.  You gain resistance to radiant damage and the following ability:

Celestial Midnight. As a Magic action, you can release a blast of radiant healing light in a 60-foot radius sphere, centered on you. Each creature of your choice in the sphere regains a number of d6s of Hit Points equal to your Proficiency Bonus or makes a Constitution saving throw, taking half as much radiant damage and becoming Blinded for 1 minute on a failure. Blinded creatures can repeat this saving throw at the end of their turns, ending the effect on a success.

Your Light and Dark Forms share your use of this feature and, once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Switching forms does not restore your use of this feature. At 20th-level, you gain one additional use of this feature.

Diabolical Equinox

The raging darkness bestowed by your patron has gained the ability to drain life from your enemies to bolster your own and your body has undergone a final transformation with elements of your Light Form manifesting in the Dark. You choose the physical manifestations, which may include your skin, scales, or fur gaining a permanent glow, changes to your hair or eye color, or sprouting patches of white fur or feathers. You gain resistance to necrotic damage and the following ability:

Diabolical Equinox. As a Magic action, you can force all creatures of your choice that are Frightened and within 200 feet of you to make a Wisdom saving throw or take a number of d8s worth of necrotic damage equal to your Proficiency Bonus and lose the Frightened condition. If at least one creature fails this saving throw, you gain a number of d4s of Temporary Hit Points equal to your Proficiency Bonus.

Your Light and Dark Forms share your use of this feature and, once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Switching forms does not restore your use of this feature. At 20th-level, you gain one additional use of this feature.

Twin Pact Patrons Image

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