Cleric
Base Class: Cleric

An offense to the very idea of a Warlock, a creature who does not bow the knee to the ruinous ravages of Greed nor powers. Similar in spirit to the Oathbreaker, the Pactbreaker serves to not only deny the pact of their patron god, but warp their very powers into a force capable of stemming their corruptive nature. Pactbreakers may seek revenge for the fallout of their pact, or perhaps, redemption. 

However, not all Pactbreakers are required to take a pact and then lose it, similar to how not all who lose a pact keep any amount of their previous power. As thus, there are three kinds of Pactbreakers:

Black - These warriors lost their pact and seek revenge on those that wronged them with their powers. Black Pactbreakers are often evil aligned, and are motivated by selfish desires or self pity. 

Grey - These warriors have never once taken on a pact, instead swearing an Oath of Absolute Purity. They are trained diligently to disregard any and all corruption or temptation. it is said that a fully realized Grey Pactbreakers will only die on the field of battle. Grey Pactbreakers are neutral, sticking stringently to their code and destroying anything resembling corruption. They have no moral qualms. 

White - These warriors have lost their pact in search of something better; due to a self sacrificial action, or perhaps because they were unable to commit an act of evil. White Pactbreakers are usually of good alignment, and seek redemption, freedom or the ability to twist corrupting powers into good deeds. 

Level 3: Pactbreakers' Path

Pactbreakers walk many different paths. Although at times their abilities align, at times, only certain specializations acquire certain abilities. In order to change paths, it requires the same amount of effort as changing your warlock's entire pact. 

White - When you cast a healing spell, you may use a bonus action and expend a spell slot of any level to smite a creature within 10ft of the creature you healed. They take 2d6 radiant damage for the combined level of both the healing spell and expended slot. This damage can be doubled as if critical hit, if you roll the maximum on every die of the healing (min 1 die, cannot be guaranteed maximum roll via any ability.)

In addition, you are incapable of gaining pacts or taking oaths (You cannot take warlock subclasses, paladin subclass, ect that have a pact, nor items that form a pact). When you revive a creature from death, any pacts or oaths they have are broken (DM discretion the amount of effort needed to repair).

Level 3: Pactbreaker Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Pactbreaker Spells table, you thereafter always have the listed spells prepared.

War Domain Spells
Cleric Level Prepared Spells
3 Arcane Vigor, Warding Wind, Feather Fall, Mage Armor
5 Life Transference, Spirit Guardians
7 Guardian of Faith, Gate Seal
9 Telekinesis, Synaptic Static

Level 3: Ingress Assault

As a Bonus Action, you can bless a creature with the ability to rapidly assault the enemy for a minute. When they take the attack action with a melee weapon or firearm on their turn, they can first move an amount of feet equal to the amount of movement they would gain with the dash action, and then resolve their attacks. You can use this up to your proficiency bonus amount of times, resetting on a long rest.

Level 6: Orbital Resupply

You can expend a use of your Channel Divinity to conjure supplies that drop from orbit. This does not work in areas that have a roof or ceiling. These supplies fall to the ground at the beginning of the next round, and linger for one minute with an amount of charges equal to your proficiency bonus. A creature who moves up to the supplies can use their item interaction to grab a medpack, expending one of the drop's charges: this pack of medicine can be used on your turn as a free action, to roll 5 hit die (adding con) and healing yourself, or a creature within 5ft of you for that amount. 

At level 10, these supplies gain 2 additional options that expend a charge when used:

Additional Ammo: All guns the player is holding are reloaded, and if the weapons are misfired, they are repaired. 

Box of Grenades: The creature gains 2 grenades. They last a minute, and can be thrown to a point you can see within 30ft of you during your turn as a free action (maximum of two can be thrown per creature per turn). Creatures within 10ft of that area make a dexterity saving throw, or take 1d6 fire damage plus 1 bludgeoning damage for each cleric level you have, or half as much on a successful save. 

Level 17: White Martyrdom

When one or more creature that you can see are going to die, you can use your reaction to choose to instead give up your own life. The effect that would be imposed on those creature, and any and all damage instead is applied to you, and then you die. Death in this way cannot impose additional res conditions or damage your soul, psyche, ect, and can also not be prevented through any means. While you are dead, they are empowered with your own life force, gaining resistance to damage and twice the usual amount of healing. However, if one of the affected creatures uses their action while within touch distance of your corpse, they may return the life gifted to them; reviving you, as if the revivify spell was cast on you and ending the effect on them. After your life is returned to you, you cannot use this ability until the next dawn. The additional healing and damage resistance does not persist through travel, be it planar or otherwise elongated outside combat. 

When you cast a spell or use an ability that costs you hit points, that cost reduces you to a maximum of one hit point. If that ability heals a creature, it also grants them that much temporary HP.

At 20th level, when using your divine intervention, you can retroactively activate this ability on any number of dead allies you can fit within a 60ft emanation (producing from you). That emanation is also a Tiny Hut spell that lasts until the beginning of your next turn.

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