Base Class: Warlock
You have made a pact to defend the Mother Moon's devotees and worshippers, giving up your body and soul as a show of unbreakable faith. Her array of exquisitely crafted weapons grant you the strength to wipe out Her enemies, with uniquely empowered Eldritch Blasts that help you take on creatures of all shapes, sizes, and persuasions.
(A subclass of Warlock inspired by League of Legends' Aphelios; hope you enjoy!)
Level 3: Calibrum
You may choose to use both your Action and Bonus Action to cast a strengthened version of Eldritch Blast; the range of Eldritch Blast is increased to 200 ft. and each beam deals an extra 1d6 + Proficiency Bonus of Force damage.
Level 3: Severum
When you successfully deal damage with Eldritch Blast, you heal a number of Hit Points equal to 25% of your damage dealt, rounded down. Any extra healing is converted into Temp. Hit Points up to a maximum of double your Warlock level.
Holy Poison
You are unable to speak or make any other sounds with your throat. Spells requiring a Verbal component may still be cast, but casting them deals Necrotic damage to yourself equal to twice the spell's level. This damage cannot be reduced or negated in any way.
You gain Proficiency in sign language (or equivalent), and the ability to read lips and body gestures. As long as you are able to observe an unobscured creature for one minute and understand the language it is speaking, you will be able to deduce the contents of any conversation it was having.
Level 6: Gravitum
Your oppressors stumble and falter against the dark side of the moon. Each of your Eldritch Blast beams apply one stack of Gravitum, up to a maximum of three, with different effects based on the number of stacks applied to each enemy. Gravitum stacks apply retroactively (e.g. an enemy with 2 stacks suffers both the effects caused by 1 stack and 2 stacks).
1 stack: Enemies have their movement speed reduced by 50%.
2 stacks: Enemies make Attack Rolls with disadvantage and the range of any of their weapons or spells are reduced by 15 ft., up to a minimum of 5 ft.
3 stacks: Enemies mast make a Strength saving throw against your Spell Save DC. On a fail, they are stunned for 1 turn and knocked Prone; on a success, they are knocked Prone. When a creature succeeds a saving throw against being Stunned by Gravitum, they will be immune to being Stunned in this manner again for 1 minute.
Gravitum stacks last for one turn.
Level 10: Infernum
Each successful hit on an Eldritch Blast beam creates a 10ft. ring of fire around the targeted enemies. All creatures within this radius must make a Dexterity saving throw; on a fail they take 2d4 Fire and 2d4 Radiant damage. On a success, they only take half damage. If an enemy is hit by more than one ring of fire, they only take half damage from subsequent rings regardless of their saving throw results.
You gain resistance to Fire and Radiant damage, and can add your Proficiency bonus an additional time to saving throws against spells that do Fire or Radiant damage.
Level 14: Crescendum
Once per turn when you hit a creature with an attack roll, you may choose to use a Bonus Action to create a sentry turret within 10 ft. of your current location.
The sentry turret has an AC equal to 10 + your Charisma modifier, hitpoints equal to triple your Warlock level, and acts right after you on the same Initiative order. It can use an Action to fire two beams of Eldritch Blast using your spell attack roll, which can benefit from one of Calibrum, Severum, Infernum, or Gravitum's Eldritch Blast modifications (your choice). If the sentry turret successfully damages at least one enemy, your next cast of Eldritch Blast conjures an additional beam.
The sentry turret is a Medium Construct weighing 50 pounds, immune to all Incapacitating conditions, and disappears instantly when it is reduced to 0 hitpoints.
Once used, you can't use this feature again until you finish a Long Rest, or expend two Pact Magic spell slots (no action required) to restore your use of it.
Previous Versions
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8/5/2025 1:24:45 PM
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