Warlock
Base Class: Warlock

Your Patron is an organization that bestowed your magical gifts to you for a price. Many enter this subclass by working under a king or guild, while others may have bought their pact or had it bound to them to pay off insurmountable debt. Your pact gives you the ability to aid your team with benefits from your patron while you set up your plans in the background.

Syndicate Spells

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

Syndicate Spells
Warlock Level Spells
3 Arcane Lock, Inflict Wounds, Sanctuary, Spike Growth
5 Slow, Glyph of Warding
7 Confusion, Leomund's Secret Chest
9 Geas, Wall of Force

Assets Secured

Starting at 3rd level, you gain a supernatural ability secure protection for those around you. You have a pool of d4s to represent this ability to protect allies. The number of dice in the pool equals 3 plus your Warlock level.

As a reaction, you can choose yourself or one creature you can see within 60 feet of yourself is about to take damage, expending dice from the pool. The maximum number of dice you can expend at once equals half of your warlock level (Rounded up). Roll the dice you expend, and reduce the amount of damage dealt equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.

Consequential Loan

Starting at 6th level, your debt to your patron enables you to borrow resources for a temporary amount of time. When casting a spell from your warlock spell list, you may change the casting time to an action and you may spend asset dice to reduce 25gp of the material cost per die expended potentially eliminating the need for a material component. If a spell is cast this way it's duration is reduced to 1 minute if the duration would be longer.

Share the Wealth

Starting at 10th level, over the course of a long rest you create a temporary contract for another creature to share some of your patron's gifts. The creature gains one of the following benefits until you finish a long rest. (Your choice when using this feature).

Read the Ledger: You may cast detect magic and identify as rituals. +1 to Spell Casting DC

Bodyguard: +1 to AC, as a bonus action you mark a creature for defense. The marked creature gains 2d6 temporary hit points until the end of your next turn.

Get your Hands Dirty: +1 to attack rolls. Once per turn you may add a 2d6 psychic damage to an attack.

Reclaim your Debt

Starting at 14th level, as a magic action you can temporarily transfer part of your debt to a creature within 30ft of you. The creature must make a wisdom saving throw against your spellcasting DC. On a failure they take 4d6 psychic damage and are frightened of you, taking half damage on a success. A creature may repeat their saving throw at the end of their turn, taking the damage again on a failure and ending the effect on a success. Whether the creature succeeds or fails their save you regain half of your resource dice.

You can use this feature once per long rest or by expending a Pact Magic spell slot to restore your use of it.

Previous Versions

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