Base Class: Warlock
Expanding Influence. One of the main goals of this kind of patron is to expand its earthly influence. Whether it’s converting people, gaining control of armies and states, or simply obtaining land and titles, these patrons care far more about earthly power than all others.
Air of Authority. Warlocks of the crown generally have a unique air about them, that often causes people to stop and listen, even when they shouldn’t. Whether this is caused by the direct intervention of their patron to give this air of command, or the patron sought out someone already displaying these qualities is up to you.
What’s good for me. Warlocks of the Crown also generally prioritize their own needs more than other warlocks. They frequently take the view that as the earthly ambassadors of these divinely mandated lords, they need to look the part, and even if gaudy jewels and gold aren’t their forte, they will regularly reward themselves, with what they feel as “deserved.”
Level 3: Crown of Command
As an action, you may manifest a tiny fraction of your patron's supernatural authority to influence that actions of another creature. You order a simple one sentence command to a creature within 5 ft. That creature must succeed a contested Charisma Saving Throw with the warlock or follow that command to the best of its abilities.
The command cannot be directly harmful to the creature (Ex. turning its sword upon itself/walking directly into a fire).
This ability can only be attempted once per creature (attempts to use it again automatically fail).
The creature has advantage on the check if it is in direct combat with you.
Level 3: Crown Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in this Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
|
1 |
Guiding Bolt,Command |
|
3 |
Hold Person, Spiritual Weapon |
| 5 | Spirit Guardians, Dispel Magic |
| 7 | Guardian of Faith, Compulsion |
| 9 | Geas, Planar Binding |
Level 6: Dark One’s Own Luck
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Fiendish Resilience
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14: Hurl Through Hell
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
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