Base Class: Warlock
You have made a pact with a being born from by the hand of man. Whether it be an ancient automaton; continuously generating or absorbing magic power in order to keep itself alive and becoming powerful enough to rival beings of the other planes. Or perhaps it is a god, born from the subconscious desires of mortals. Whatever the exact origin of this being, you now are contracted with a being born of logic and exact purpose. If you choose to fulfill these goals is of your own choice... or is it?
Level 3: Soul Binding
Your patron has bestowed upon you the knowledge of how to better conduct yourself with weaponry combat, and the ability to bind a number of Weapons to your service, allowing you access to them at any time and making them an extension of yourself.
You gain proficiency in Medium Armor, Shields and Martial Weapons.
Additionally; Over the course of one minute, you are able to fully bind any weapon of your choice which you are touching and that is not currently owned by another to your service. When you bind a weapon to you this way, it is able to be stored in an extradimensional space which you can then access at any time as if it were another inventory. You must be holding a weapon in your hand in order to send it to this space, and you must summon it from this space into your hand. If a weapon outside of your space is not being held by you for more than one minute, the binding breaks. Weapons summoned this way are automatically attuned to you if they require attuning and you are able to attune them.
When a weapon is bound to you this way, it uses your Charisma modifier instead of Strength or Dexterity for attack and damage rolls. You are also granted an additional 10 ft. of movement speed while you hold a weapon bound to you this way, and any weapons which you have bonded to you are considered to be pact weapons if you have the Pact of the Blade invocation.
Your patron has also given you the gift of extending your combat prowess to your fists. When you have the Pact of the Blade invocation, your unarmed strikes are also imbued with it. They now deal 1d6 damage at level 3, 1d8 damage at level 6, 1d10 damage at level 12, and 1d12 damage at level 18. Your unarmed strikes use your Charisma Modifier for Attack and Damage rolls, and they can deal Radiant, Necrotic, or Psychic damage as opposed to their normal damage type.
Level 3: Manifest Awareness
Your patron has gifted you the ability to manifest your will to be aware of the world and your surroundings.
You are able to add your Charisma Modifier to Wisdom checks.
Level 6: Exert Will
You have become proficient enough in forcing weapons into your servitude to where you are now able to temporarily bind the weapons of others to do your bidding. As a reaction, when you are hit with a weapon attack, you can force the wielder of that weapon to make a Charisma Saving throw against your Spell Save DC. Upon failure, you gain total dominion over the weapon. You can then choose to either have the weapon miss you entirely, or make that weapon hit someone else within range (its wielder included). This feature is usable an amount of times equal to your charisma modifier per long rest.
Level 10: Imbed Magic
You have grown to be an expert in binding weapons to your service, and as such you have grown to not only be able to store weapons into your own space but to store your magic into your weapons space.
As an action, you can expend one warlock spell slot and spend a minute imbuing a spell of your choice into a bound weapon. If you then cast that spell while wielding the weapon it was stored in, you are able to cast that spell without spending a spell slot. Spells last inside of your weapons until you take a long rest, or utilize that spell through the weapon it was placed within.
Level 14: Arcane Cannon
Your patron has bestowed upon you the greatest gift of all: The power to construct your own weapon via your own will.
As a bonus action, you can manifest a cannon which you can then have fire off pure magical power at a target within 300 ft. (No action required) once per turn. This cannon is always one size larger than its creator, and its blast deals 12d8 damage of which its type can be force, radiant, necrotic, or psychic (your choice). This cannon must be created within 15 ft of you, but on each of your turns you can have it teleport up to 30 ft in a place which you can see.
At the start of each of your turns, this cannon gains one charge. The cannon begins with an amount of charges equal to your charisma modifier. Upon firing the cannon, you can choose to expend any amount of charges the cannon currently holds and deal an additional 1d8 damage per charge expended to the target. The cannon can hold a maximum of 10 charges.
The cannon lasts for 10 minutes after its creation, unless you choose to dismiss it early with a bonus action or the cannon is destroyed. You can only use this feature once per long rest (unless you expend a warlock spell slot to restore its use).







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