Warlock
Base Class: Warlock

Some warlocks make pacts with archfey, fiends, or eldritch horrors. Others do not choose their path instead, they are chosen as living prisons.

You are the vessel of a sealed entity a creature of immense, otherworldly power, bound within you by ancient magic. This union is not a formal contract, but a forced coexistence. Your souls intertwine, sharing strength, instincts, and even fragments of thought.

The presence within you shapes you into a spiritual warrior, able to manifest weapons and defenses far beyond the limits of flesh. The power once restrained within the entity now flows through your veins, bending reality and striking fear into lesser beings.

As you grow in power, you learn to control and release the entity’s strength from lesser manifestations to the final, perfected form where you and the being move as one. Yet every time you tap into this power, you risk losing yourself to the will of what lies within.

Level 1: Expanded Spell List

The Sealed Entity lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

Command, Shield

2nd

Magic Weapon, Misty Step

3rd

Counterspell, Clairvoyance

4th

Wall of Fire, Gaseous Form

5th

flame strike, Circle of Power

Spiritual Warrior

Your soul and the sealed entity merge into a singular martial and magical force.

 

  • Spiritual Armor: Your AC increases by half your Charisma modifier (minimum +1).

  • Manifest Weapon: Choose a weapon type when you gain this feature. Any weapon you wield takes on the chosen appearance, though it keeps its original statistics. You use Charisma for attack and damage rolls with this weapon.

  • Martial Training: You gain proficiency with all martial weapons.

 

Oppressive Presence

 

Your spiritual energy overwhelms weaker creatures.

  • You have advantage on Charisma (Intimidation) checks against creatures whose level or challenge rating is lower than yours.

  • Those creatures have disadvantage on Charisma (Intimidation) checks made against you.

 

 

Level 6: Lesser Release

You can channel your spiritual energy to transform your weapon.

  • Transformation: Your weapon’s manifested appearance permanently changes at this level.

  • Damage Type: When activating this feature, choose whether your attacks deal radiant, necrotic, fire, cold, thunder, acid, poison, force, or remain physical but count as magical.

  • Magical Nature: The weapon becomes magical, gaining a +2 bonus to attack and damage rolls.

  • Spiritual Burst: Upon activation, all creatures of your choice within 10 feet must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Charisma modifier) or take 1d6 damage of the chosen type and be pushed 10 feet away.

  • Cost and Duration: Activating this form requires 1 warlock spell slot and lasts for the same duration as a barbarian’s rage (1 minute).

Level 10: Spiritual Armor

Your spiritual energy now envelops you at all times.

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • While in Lesser or Final Release, you also have resistance to all damage types and advantage on saving throws against spells and magical effects.

  • As a reaction when you are hit by an attack, you can expend 1 warlock spell slot to halve the damage, even if the attack is magical.

Level 14: Final Release

You fully merge with the sealed entity, achieving your ultimate form.

  • Weapon Choice: When you gain this feature, choose a weapon type for the Final Release,  one-handed melee weapon, two-handed melee weapon, ranged weapon, or spellcasting focus. This choice can be different from your Level 1 weapon and may be changed each time you level up.

  • Activation: Expend 2 warlock spell slots as a bonus action to activate.

    • If you are already in Lesser Release, the cost is reduced by 1 slot.

  • Greater Spiritual Burst: Upon activation, all creatures of your choice within 10 feet must succeed on a Constitution saving throw (DC = 8 + proficiency bonus + Charisma modifier) or take 2d6 damage of the type chosen for Lesser Release and be pushed 10 feet away.

  • Weapon Bonus by Type:

    • One-Handed Melee: +1d8 damage, +2 AC while not wielding a shield.

    • Two-Handed Melee: +1d10 damage, plus you may make one extra attack as a bonus action each turn.

    • Ranged Weapon: +1d8 damage, normal and maximum range doubled.

    • Spellcasting Focus: +1d8 damage to damaging spells, and your spells ignore resistance to radiant or force damage.

  • Supreme Spiritual Armor: You have resistance to all damage types and advantage on saving throws against spells and magical effects.

  • Duration: Lasts for the same duration as a barbarian’s rage (1 minute).

  • Dimensional Step: you can cast Misty Step as a bonus action without expending a spell slot. You may use this feature only once on each of your turns.

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