Base Class: Warlock
Your patron, whether it be the moon, a young God who is still unexperienced or simply a cat named Phil has chosen you as one of their their warlock warriors to go out into the land and spread kindness and protect those who cannot protect themselves. Gain abilities that help you channel hope and friendship as well as changes to chosen pacts.
Level 3: Magical Form
As a Bonus actions you begin your transformation the finishes at the beginning of your next turn. You can use this transformation a number of times equal to half your charisma modifier rounded up, and this form lasts for 1 minutes.
When you activate your transformation, all weapon and spell attacks have Disadvantage against you, and you can't be targeted by spells that require a saving throw.
- You gain a 15ft aura. While within your aura, allies can cast shield once per transformation.
- All targets you choice withing your aura take a -2 penalty to attack rolls.
- You have resistance to magic effects.
- You gain a flying speed of 30ft
Level 3: Advanced Invocations
When choosing invocations you gain additional effects to some of the pact invocations.
Pact of The Blade- Gain a Glittery Pact Weapon
Pact of The Chain- Gain a Charming Mascot
Pact of The Tome- Gain a Powerful Manual
Pact of Friends
With your new Tome, you can jot down notes about your friends, and record observations about their fighting styles. At the end of a long rest, you can choose a spell on an allies spell list, that is a level you can cast, and add it to your spell list for the day. You can cast this spell once a day.
Pact of The Mascot
Your familiar now always has a flying speed of 60 ft, and can speak any language you can. Whenever your Familiar is within your aura, it can use its reaction to give you the help action. Finally, whenever the familiar is brought to 0, instead of disappearing, you can choice for them to go unconscious. You can bring them up to 5 Hit points as an action.
Pact of The Stave
Whenever you activate your Magical Form, your weapon is brought to you as part of that action. When you use your Pact Weapon, you can us the associated Weapon Mastery of the weapon. Also whenever you make successfully make an attack with your pact weapon, the next ally to attack the target has advantage on their first attack against them.
Level 6: Hopes Light
When you start your transformation, you send a flash of light outwards. All targets you choose within your auras radius must make a Con save or be blinded until the end of your next turn. In addition, allies within line of sight of your gain a token of inspiration at the sight of your transformation.
Level 10: Power of Friendship
When you cast a spell that can be upcast for higher damage, any allies within 30ft of you can use their Reactions to upcast the spell your casting up to 6th level. Once an ally uses this ability, they cant do it again until they take a long rest.
You can also use your reaction to upcast a spell an ally is casting. Once you use this ability you cant do it until you take a long rest.
Level 14: Warrior of Truth
- Your Aura become 30ft
- Your Flying Speed become 60 ft
- All Allies within your aura have advantage on spell saves.
Courage!
You can use your Bonus Action to end a spell effect on an Ally you can see once per short/long rest.
Friendship!
All Allies within 30 ft of you gain a +2 to their ACs.
Idealism!
When an enemy within 60 ft critically hits you or an ally, you can use your Reaction to make it a normal attack.
Inner- Strength!
Whenever you are brought to 0 hit points, you can make a Charisma Check DC 10. On a success you regain HP equal to your Spell Attack Bonus.
Self-Worth!
When you cast an attack spell and it misses, or if a target makes isn't effected by a spell you casted on them, the spell slot is not expended.
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