Warlock
Base Class: Warlock

Your pact draws on the power of a Lawful entity. When you choose this subclass, you might make a deal with a Modron, Angel, Marut, a lawful deity, or a being of the upper planes. That patron's aims are to balance law, maintain order, and promote righteousness. Your path is defined by the extent to which you strive towards those goals.

Level 3: Judgement

At 3rd level, your Patron grants you the power of judge, jury, and executioner, gaining the ability to judge the fate of others and deliver swift justice.
As a bonus action, you can judge a creature, determining if they are Innocent or Guilty. This judgment allows you to either heal or harm the creature, based on their fate.

Innocent. If you judge a creature to be Innocent, you may expend a Pact Magic spell slot to can heal yourself or one creature you can see within 60 feet of yourself. The healing restores hit points equal to 2d8 per level of the spell slot expended, plus your Charisma modifier.
Guilty. If you judge a creature to be Guilty, until the end of your next turn, you may expend a Pact Magic spell slot when you hit that creature with a melee weapon attack to smite them, dealing additional Radiant damage. The extra damage equals 2d8 per level of the spell slot expended.

You may use this feature once without expending a Pact Magic spell slot, treating it as if you had expended a Pact Magic slot. Once you do so, you can't again until you finish a long rest, or expend a Pact Magic slot.

Level 3: Sworn Testimony

Also at 3rd level, you can cast Zone of Truth once without expending a spell slot, regaining the ability to do so when you finish a long rest.

Level 3: Vigilante Spells

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

Vigilante Spells
Warlock Level Spells
3 Thunderous Smite, Detect Evil and Good, Magic Weapon, Find Steed, Zone of Truth
5 Crusader’s Mantle, Revivify
7 Staggering Smite, Aura of Purity
9 Banishing Smite, Dispel Evil and Good

Level 6: The Long Arm of the Law

When you make a melee weapon attack on your turn, you can extend your reach by 5 feet for that attack.
You can do so a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Long Rest.

In addition, you can now use Smite spells and effects that require a melee weapon attack, including your Guilty Judgement feature, on ranged weapon attacks as well.

Level 10: Adjudication

At 10th level, you gain further mastery over the law, enhancing both aspects of your Judgement:

Retribution. You can now use the Guilty Judgement as a reaction after hitting a creature with a weapon attack without needing to spend a bonus action to judge them, and the damage increases by an amount equal to your Charisma modifier.
Amnesty. Your Innocent Judgment now additionally grants the creature temporary hit points equal to the level of the spell slot expended plus your Charisma modifier, and cures any poison or disease from the creature.

Level 14: Capital Sentencing

At 14th level, your patron’s authority of law empowers you to deliver judgment without mercy or hesitation. As a Magic action, you may choose a creature other than yourself within 60 feet of you that you can see, and grant them one of the following.

Death Penalty. The creature must make a Charisma saving throw against your Warlock spell save DC. On a failed save, the creature is bound by capital justice for 1 minute. While bound, the creature is paralyzed and takes radiant damage equal to 2d6 + your Charisma modifier at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Sacred Clemency. The creature regains 50 hit points and gains a radiant aura that grants them resistance to all damage except Radiant and advantage on saving throws against being charmed, frightened, or possessed for 1 minute.

Once you use this feature, you can't use it again until you finish a Long Rest, or expend a 5th level or higher spell slot to use it again.

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