Base Class: Warlock
An offense to the very idea of a Warlock, a creature who does not bow the knee to the ruinous ravages of Greed nor powers. Similar in spirit to the Oathbreaker, the Pactbreaker serves to not only deny the pact of their patron god, but warp their very powers into a force capable of stemming their corruptive nature. Pactbreakers may seek revenge for the fallout of their pact, or perhaps, redemption.
However, not all Pactbreakers are required to take a pact and then lose it, similar to how not all who lose a pact keep any amount of their previous power. As thus, there are three kinds of Pactbreakers:
Black - These warriors lost their pact and seek revenge on those that wronged them with their powers. Black Pactbreakers are often evil aligned, and are motivated by selfish desires or self pity.
Grey - These warriors have never once taken on a pact, instead swearing an Oath of Absolute Purity. They are trained diligently to disregard any and all corruption or temptation. it is said that a fully realized Grey Pactbreakers will only die on the field of battle. Grey Pactbreakers are neutral, sticking stringently to their code and destroying anything resembling corruption. They have no moral qualms.
White - These warriors have lost their pact in search of something better; due to a self sacrificial action, or perhaps because they were unable to commit an act of evil. White Pactbreakers are usually of good alignment, and seek redemption, freedom or the ability to twist corrupting powers into good deeds.
Level 3: Pactbreakers' Path
Pactbreakers walk many different paths. Although at times their abilities align, at times, only certain specializations acquire certain abilities. In order to change paths, it requires the same amount of effort as changing your warlock's entire pact.
Grey - You are an arbiter of purity, an aspect of the Crusade. You have advantage on saving throws against effects that impact your willpower; any ability that impacts your thoughts or actions counts for this ability, such as the charmed condition. (do not include abilities that simply do not let you take actions, such as the incapacitated condition)
Level 3: Pactbreaker Spells
Your stolen magic ensures you always have certain spells ready; when you reach a Warlock level specified in the Pactbreaker Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Protection From Evil and Good, Purify Food and Drink, Air Bubble, Misty Step |
| 5 | Magic Circle, Nondetection |
| 7 | Death Ward, Gate Seal* |
| 9 | Destructive Wave, Greater Restoration |
Level 6: Bolt Fire
Many warlocks take Invocations to improve their blades or magic; However, their most essential magic often is the most heavily augmented. Pactbreakers focus their warlock magic through weaponry to achieve success. When casting a cantrip with invocations affecting it, you may channel it through a Firearm, mixing ammunition with magic, and adding on one of the following properties, chosen while infusing your given weapon;
Rapid Fire: The spell's range is halved, but fires one additional projectile (cast the cantrip a second time, maximum of one single attack roll no matter how many would normally fire).
Precision: Once per turn, you may reduce your spell attack roll by 3 (before rolling) in order to gain an extra damage die on that spell's damage roll (1 damage roll).
Charge: After firing, you may move up to your movement speed and make a melee weapon attack against a creature within your reach.
If the weapon used has a +3 enchantment or higher, you may select two of these options instead of one.
Level 10: Redeployment Resilience
You are adept at long tactical battlefield scenarios, allowing you both the stamina and wit to survive against dismal odds. During combat, but not during the first round of combat, and twice per long rest, you may retreat from the battlefield using your reaction, entering an empty extradimensional space of your design (nothing can be stored there). At the end of your next turn, you fall from any space within 120ft of your original position (from the sky or ceiling if possible), to a point of your choosing (without taking fall damage). This reaction can only be used when a creature is ending their turn.
Whenever you use this redeploy ability, you may restock a number of combat augments that last until the current combat is over, choosing one from the options below:
- A damage resistance of your choice.
- A weapon you are holding that deals slashing, bludgeoning or piercing damage does a different damage type, chosen between the three listed.
- Pick a creature type. You add your Proficiency bonus to your armor class against attacks from creatures of that creature type.
- Choose a condition or damage type. You are proficient in saving throws against effects that use that condition or type.
- You regain one pact slot.
Level 14: Pactbreakers Penance
When reaching the absolute pinnacle of your Pactbreaker abilities, your unique choices throughout your journey shine through, for better or for worse. You have reached the peak of where a pact-less Warlock can go; show them just how far that really is.
Grey - As a neutral being, your growth is stunted slightly. Leaning between the forces of good or evil like a tightrope, there exists only a thin line where you can tread. As such, your full development comes far later than your peers. In order to gain this feature, you must take an oath with the very idea of purity itself. Once you have taken this oath, you can no longer break out of it's binding requirements; You cannot engage into any other pacts or oaths, be it patrons, devils or otherwise. (also cannot retrain your class levels or subclass choices). Your body, mind and soul are connected to this oath for all time, even after being destroyed. At your current level, your Oath gives you nothing. However, you may grow your oath by completing certain Holy Labors. Holy Labors are tenants of your oath, and while upheld, defer upon you certain benefits. (Each labor requires one themed quest based on the title to unlock)
Each holy labor is below:
Humor No Temptations: You become a paragon of absolute purity, unable to be shaken in mind or body by corrupting or chaotic forces. Regardless of life or death, you cannot age, your body never decaying even after death. The effects of corruption (of body or mind) and mental influence are have no effect on you. You cannot be made to act against your will, nor can your will or thoughts be twisted or changed.
Shackle Heresy: If a creature would attempt an action upon you that violates your oath (or if you attempt them on another creature, you suffer these consequences), the Oath of Purity rebukes all offenders. Have the offending creature make a Charisma saving throw against your spell save DC (It can choose to fail this saving throw). On a failure, their mind is seared with the fury of retribution, causing them a moment of intense pain. ALL creatures on the same plane of existence with an Oath of Purity know the identity and location of the creature at the moment the saving throw is failed. On a success, the creature may choose to hold on to the connection it has created through the pain, entering instead into the exact opposite of a Pact; A shackle. A shackle, being the opposite of a pact, is an inversion on the normal deal made, in which a creature is granted powers in exchange for fealty. While shackled, the offending creature cannot benifit from a rest, cannot be healed, and cannot recharge abilities without the victim's consent. In order to break a shackle, that creature must seek absolution from the victim. They must offer it a course of action it is capable of achieving, given enough time (An impossible request might be to find something that does not exist), and when it completes that request, the shackle ends.
Crusade to Restore Order Even telepathic communications cannot be heard by you, your mind being a trained iron wall against outside forces of any kind. When you land a killing blow on a creature, their soul (or mind) is purified of any effects that may be imposed upon it. For example, charms, a hive mind system, telepathic links, a Geas spell, or even something like a Paladin's Oath, or a Warlock's Pact can be broken until repaired (DM's choice how one might repair it).
Rebuke Chaos Due to your absolute purity in this way, chaotic forces have no effect on you. Magic with random outcomes (Such as the effects of the chaos bolt or confusion spells, or wild magic) takes no effect on you (d20 tests, such as attacks or saving throws are not random elements). Once per turn as a reaction when you would take damage from an attack roll, you may roll a d6. on a 5 or a 6, no wounds form from the attack (you take no damage).
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