Warlock
Base Class: Warlock
"You are bound to a ghost of genocide. Your patron isn't a shadowy entity from the Void, but a warrior whose name was once screamed in terror by the Divine. They didn't just fight monsters; they ended them, carving a path through celestial and demonic realms alike until the sheer weight of the abyss dragged them down. Now, they are a restless echo inhabiting your steel. They don't want your soul—they want your hands, your eyes, and your heartbeats to finish the war they started. When you draw your blade, it isn't just metal; it’s a conduit for a thousand years of combat muscle memory. They care deeply for their contractors as they are the only ones who can carry on their will.

Expanded Spell List

The Fallen Slayer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fallen Slayer Expanded Spells

Vessel of the Slayer

Starting at 1st level Your body has been tempered to withstand the rigors of your patron's eternal crusade. You gain proficiency with medium armor, shields, and martial weapons.

Additionally, you can use any melee weapon you are proficient with as a spellcasting focus for your warlock spells, allowing you to cast spells even while your hands are full with a blade and shield.

Slayer's Style: You learn one Slayer's Style of your choice from the following options:

  • Defense: +1 bonus to AC while wearing armor.
  • Dueling: +2 bonus to damage rolls with one-handed melee weapons.
  • Great Weapon Fighting: Reroll 1s and 2s on damage dice for two-handed weapons.
Slayer's Style: Defense

While you are wearing armor, you gain a +1 bonus to AC

Slayer's Style: Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Slayer's Style: Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll

Slayer's Guidance

Starting at 1st level: When you make a weapon attack roll, you can add 1d4 to the roll. If the attack hits, you also add the result of the die to the damage. You can use this ability a number of times equal to your Charisma Bonus (minimum once) per long rest.

Your Slayer's Guidance die changes when you reach certain Warlock levels. The die becomes a d6 at level 6, a d8 at level 10, and a d10 at level 14.

Level 6: Crimson Flow

Starting at 6th level, When you reduce a creature to 0 hit points with a melee weapon attack, you can use your Reaction to move up to half your speed and make one melee weapon attack against a different target. This movement does not provoke opportunity attacks. You can use this feature a number of times equal to your Charisma Modifier (minimum once) per Long Rest.

Additionally, your physical conditioning grants you proficiency in your choice of Athletics or Acrobatics.

Slayer's Acrobatics

You gain proficiency in the Acrobatics skill

Slayer's Athletics

You gain proficiency in the Athletics skill

Level 10: Slayer’s Defiance

Your soul is hardened against death itself, mirroring the resilience of the legendary warrior who came before you. You gain resistance to Psychic damage and immunity to the frightened condition.
Additionally, if you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do, a shockwave of dark energy erupts from your form: every chosen creature within 20 feet of you must make a Wisdom saving throw against your Warlock Spell Save DC. On a failure, a creature takes 2d10 psychic damage and is Stunned until the start of your next turn or until the creature takes damage; on a success, they take half as much damage and are not stunned.
Immediately after this effect resolves, you gain 1 level of exhaustion as the toll of defying death weighs on your body. You cannot use this feature again until you finish a long rest.

Level 14: Possession of the Slayer

Starting at 14th level  You allow the spirit of the Slayer to fully possess your form. As an Action, you transform for 1 minute. Upon activation, all creatures within 10 feet of you must succeed on a Strength saving throw against your Warlock Spell Save DC or take 3d10 force damage and be knocked prone.

While in this state, you gain the following benefits:

  • Crimson Flood: When you reduce a creature to 0 Hit Points  (allowing spell attacks as options here) while Possessed, you can use your reaction to teleport up to 30 feet and make one weapon attack against another target.
  • Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. This stacks with the Thirsting Blade invocation, allowing for a total of three weapon attacks.
  • Momentum: This state ends early if you finish your turn without having dealt damage to a creature or taken damage since your last turn.
  • Possessed Soul: You have Immunity to the Charmed condition.

    Once this feature’s effects end, you are forced to make a con save (DC 15) on a failed save you gain a level of Exhaustion and you cannot use this feature again until you finish a Long Rest.

    Starting at 18th level, you no longer suffer Exhaustion from using this feature. Once you use this feature, you can’t use it again until you finish a long rest.

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