Warlock
Base Class: Warlock

DUALITY PATRON
Walk the Path Between Extremes

Your pact binds you to a being of contradiction, a power divided against itself yet inseparable. Known by many names and few certainties, this entity exists as two minds within one soul, two bodies sharing a single divine or fiendish essence. One aspect may offer comfort while the other delivers ruin; one commands fire while the other wields frost. Their desires rarely align, and their gifts often arrive without warning. By serving the Duality Patron, you embrace uncertainty itself, becoming an agent of balance, chaos, and opposing truths. Through you, the Patron's eternal struggle manifests in the world.

Eldritch Invocations & Pact Magic
In all the choices of damage types radiant or necrotic, the damage is not decided by you but from your patron.
Consult with your Dungeon Master for altered duality themes Fire-Ice or Psychic-Force etc.
For this build we'll use Radiant & Necrotic theme, if you landed on a different variation, please swap the terms Radian & Necrotic with your own combo of the duality!

Level 3: Duality Spells

Duality Patrons are very whimsical, every day you wake up with a different list of prepared spells (as per level instructions) the spell tables are named with the following keywords Dawn and Twilight. Decide on a roll (recommended 1d4: Even number Dawn, Odd number Twilight), or have your Dungeon Master narrate what is in store for you!

Dawn

Warlock Level Spells
3 Aid, Lesser Restoration
5 Aura of Vitality, Mass Healing Word
7 Aura of Life, Death Ward
9 Greater Restoration, Mass Cure Wounds


Twilight

Warlock Level Spells
3 Blindness/Deafness, Gentle Repose
5 Vampiric Touch, Speak with Dead
7 Blight, Shadow of Moil
9 Contagion, Danse Macabre

Please do not hesitate to create your own duality combo prepared lists for (fire-ice) or (psychic-force) and communicate the changes with your Dungeon Master!

Level 3: Equinox

Dawn's Blessing
All your attacks that have option between Necrotic or Radiant default to Radiant.
When you cast a spell that successfully heals or cures a condition you can give temporary hit points equal to your Spell Attack Modifier to that target.


Twilight's Curse
All your attacks that have the option between Necrotic or Radiant default to Necrotic.
When you damage an enemy with Necrotic damage that enemy has disadvantage on attacks against you until the end of their turn.

You may use these features as many times as your Charisma Modifier (minimum of 1) per Long Rest.
On level 9, the same benefits expand to your familiar as well, both your and your familiar share the charges per Long Rest.

Level 6: Uncertain Recipient

You call to your patron for help, which side will answer is always uncertain!... Decide on a roll (recommended 1d4: Even number Dawn, Odd number Twilight), or have your Dungeon Master narrate what is in store for you! You may use this feature every Short or Long Rest.

This roll does not change the spells prepared for the day, but only the interaction with your Patron that this feature provides.

Dawn side:
You may cast Mass Healing Word without expending a pact spell slot.

Twilight side:
You may cast Vampiric Touch without expending a pact spell slot.

Level 10: Inherited Temperament

You inherited a temperament of a very whimsical patron. Their egotistical tendencies manifest to you in the most peculiar tantrums. Once per Long Rest when you fail a D20 test you may choose to succeed instead. You may use this feature again if you spend a Pact spell slot (no action required).

The level of success will be decided by your Dungeon Master. Usually it should be a bare minimum success.

Level 14: Justifiable Rage

Your egotistical patron pushed you to your limits and you surpassed them. Once per Long Rest when you expend all your Pact spell slots, you and your familiar can enter in a form of Rage for 1 minute with the following benefits.

  • Resistance to bludgeoning, slashing, and piercing attacks.
  • Gain Temporary hit points equal to your Warlock level plus your Constitution modifier.
  • You may not cast any spells while you are under the Rage effect and you lose concentration on any.
  • Your attacks have a 1d8 extra damage Radiant or Necrotic (you can choose this time).

Any familiars under your control also enter in a Rage state with the following benefits.

  • Gains temporary hit points equal to your Half Warlock level.
  • Familiar cannot cast any spells wile under the Rage effect and you lose concentration on any.
  • Familiar attacks get one of the Weapon Mastery of your choice.
    The official Mastery Properties are 8 "Cleave, Graze, Nick, Push, Sap, Slow, Topple & Vex" see (phb pg. 214)

Please consult with your Dungeon Master if they believe that any of the Weapon Mastery properties should be removed from the list.

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