Base Class: Warlock
In some rare cases, a paladin searching for a patron god will come across one that is dying. That god will offer the paladin a deal of a lifetime: become their vessel, recieving all of their power and having a deeper connection with them than any other paladin. What the paladin doesn't know is that, by accepting this deal, they have entered into a warlock pact that allows the god to take control of their body in moments of weakness.
Prerequisites: Oath of Conquest Paladin subclass
Pact-bound
Starting at 1st level, your patron gains the ability to possess your body when you are weakened. When you gain the bloodied condition, your patron gains full control of your body and can use all of your abilities, though you (the player) are still in full control of the character. In other terms, the patron is simply another character you play, with the same stats and equipment. Once you are no longer bloodied, the patron may choose at any time to relinquish control back to you (the character), and must do so after 1 hour passes or you complete a short or long rest, including if that rest is what caused you to lose the bloodied condition.
While your patron is in control of your body, your attacks deal extra radiant damage equal to your proficiency bonus, and you have advantage on Charisma (Intimidation) checks. Also, when you kill a creature while in this state, you gain temporary hit points equal to your Charisma modifier + your Warlock level (minimum of 1).
Vessel of power
At 1st level, the power of your patron empowers you to perform feats of strength far beyond what you normally could. When you make an attack roll, damage roll, or ability check that would use strength, you may use your Charisma modifier instead. Once per turn when you make an attack roll or ability check in this way, you may take advantage. If the roll is successful, one creature of your choice that can see you within 60 feet regains 1d6 hit points as it is inspired by the act. You can do this a number of times per short rest equal to your Proficiency bonus.
Also, while your patron is not in control of you, you have resistance to Radiant and Necrotic damage as your body has been adapted to withstand your patron's innate radiant energy.
Divine spellcasting
Your patron gives you the following spells, which you can cast once you have the required level of spell slot for each. All of them count as warlock spells for you and are always prepared without counting as your prepared spells, but certain ones can only be cast when your patron is control of your body, some can only be cast when they are not, and the others can be cast at either time. Spells that cannot be cast when your patron is in control also cannot be cast using any alternative method while your patron is in control, and the same applies for spells that cannot be cast when they aren't in control.
| Spell Level | Always Available | patron not controlling | patron only |
|---|---|---|---|
| 1st | Command | Healing Word | Bane |
| 2nd | Zone of Truth | Prayer of Healing | Crown of Madness |
| 3rd | Spirit Shroud | Mass Healing Word | Fear |
| 4th | Wall of Light | Aura of Life | Blight |
| 5th | Dawn | Mass Cure Wounds | Dominate Person |
Acclimated Vessel
Starting at 6th level, your body has become accustomed to serving as a vessel for your patron. You gain advantage on Wisdom and Charisma saving throws. Also, while your patron is not in control of your body any healing spells you cast restore additional hit points equal to your proficiency bonus, and while they are in control your spells that deal damage deal additional damage of the same type equal to your proficiency bonus.
Furthermore, when you are at or below three quarters of your maximum health and your patron is not in control of your body you may attempt to give control over to them at will on your turn, and they may do the same when they are in control and you are at or above a quarter of your maximum health. When you do so, make a DC 15 Charisma check, and on a success you are able to do so. However, if you fail the check you are unable to intentionally transfer control and cannot do so in this way until you take a short or long rest.
Empowered patron
Your patron has become stronger from the feedback loop of power from your pact with it. When your patron is in control of your body, once during each of your turns when you hit a creature with an attack roll you may force it to make a Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn. When your patron is not in control of your body and you use your ability to gain advantage on an ability check or attack roll that would normally use strength but you use Charisma instead, you also add 1d4 to the roll, and if you are successful on the roll you may choose a target creature to heal a second time, which may be the same or a different creature.
Unbound patron
At 14th level, once per long rest when you would have to make a death saving throw at the start of your turn, your patron's power is fully released for a brief period. You regain hit points equal to half your hit point maximum and immediately stand up without using any movement if you so choose. For the next minute, your Charisma score becomes 26, your warlock spell slots are considered to be 6th level, and you regain all warlock spell slots. At the start of each of your turns during this time, you must make a DC 20 Constitution saving throw or take 10d10 radiant damage that cannot be reduced in any way but also does not interrupt concentration on spells. Control cannot be deferred to you from your patron by any means during this time, including the wish spell. If you reach zero hit points again before the minute ends, all of the effects end early and you gain a point of exhaustion.
If you succeed on the Constitution saving throw, you may choose at any point during your turn to take the damage anyway and trigger your choice of one of the following effects, you can only choose each effect once per long rest:
- You take an additional turn immediately after this one. You must still make the Constitution saving throw at the start of the extra turn as well.
- One damage roll from one of your attacks or spells deals damage as if all dice rolled the maximum amount.
- Immediately end one effect on a creature of your choice you can see.
- One creature you can see automatically fails its next saving throw against any effect other than the following spells: Banishment, Imprisonment, Plane Shift, Polymorph, or True Polymorph. The target may not use any ability or effect to succeed instead such as legendary resistance, but at DM discretion other effects that would immediately remove the target from combat for a minute or more may also be restricted from this effect.
- Regain all Warlock spell slots
If you would die while a use of this ability remains, it triggers automatically but the Constitution saving throw has a DC of 25 instead, and failing it deals an additional 5d10 radiant damage.
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