Base Class: Warlock
You have made a contract with The Father, a demonic creature with unclear goals who grants you power in order to use you for its own means.
Demonic Contact
The Father has bestowed you with a tiny fraction of his power with which to use for his desires.
Hand of Corruption
Once per short rest place your hand on an living creature and attempt to corrupt it causing it to become hostile to everything but you, other followers of your Patron and Demons.
Creatures that fail a Will save of 10 gain 1d6 maximum hit points and gain a unarmed strike of 10 feet that deals 2d4 piercing damage.
At level 5 Creatures that fail a Will save of 12 gain 2d6 maximum hit points and gain a unarmed strike of 10 feet that deals 3d4 piercing damage.
At level 8 Creatures that fail a Will save of 14 gain 3d6 maximum hit points and gain a unarmed strike of 10 feet that deals 4d6 piercing damage.
At level 11 Creatures that fail a Will save of 16 gain 5d6 maximum hit points, gain a unarmed strike of 10 feet that deals 6d6 piercing damage and natural weapon attack of 20 feet that deals 3d8 poison damage.
At level 14 Creatures that fail a Will save of 16 gain 6d6 Maximum hit points, gain a unarmed strike of 10 feet that deals 7d6 piercing damage, natural weapon attack of 20 feet that deals 4d8 poison damage and a fly speed of 40 feet.
At level 17 Creatures that fail a Will save of 16 gain 8d6 Maximum hit points, gain a unarmed strike of 15 feet that deals 9d6 piercing damage, natural weapon attack of 30 feet that deals 6d8 poison damage, a fly speed of 60 feet and true sight.
At level 20 Creatures that fail a Will save of 18 gain 10d8 Maximum hit points, gain a unarmed strike of 20 feet that deals 10d8 piercing damage, natural weapon attack of 40 feet that deals 8d10 poison damage, a fly speed of 80 feet, true sight, resistance to all non radiant attacks and become one size larger.
Faithful Gift
Starting at 6th level, you can call on your patron to aid you with more of thier own power allowing them to take complete control of your body for 6 seconds.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Blood Magic
Starting at 14th level, When you hit a creature with an attack, you can use this feature to drain hitpoints from them equal to half the damage dealt and gain them and temporary hitpoints.
Previous Versions
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Coming Soon
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