Base Class: Warlock
Melee warlock. Unusual. You can barely use a blade, your Patron points out. No blade, they correct themselves. They're amused. Well you should be fun.
I Cast Fist
Your patron sets some ground rules for you.
If you are knocked prone, you may spend a spell slot to become upright immediately without extra movement. You are not jobbing your way out of an an entertaining fight.
You cannot cast ranged spells. This brings up some pressing questions for later.
You are given a touch variant of the Eldritch Blast cantrip, Warlock Punch, doing 1d8 force damage punch equivalent to the number of "rays" you'd normally cast during an attack (e.g., 3 rays= three 1d8 force punches). This does not provoke opportunity attacks.
Once per long rest, the warlock may summon the illusion of one mundane item in their hand for a maximum 30 seconds. The object must fit in the palm of the hand and be an object of some association with their patron, however cryptic (check with your DM for appropriateness, you munchkin). A Patron favoring combat and dueling, for example, may be associated with hourglasses, a watch, or a checkered flag signaling the start of a duel.
Singled Out
You single out one opponent for battle, gaining a bonus to damage rolls 1/4th that of your Warlock level (minimum +1 bonus) until your target is are unconscious or dead. If you deliver the finishing melee blow, you gain an amount of temporary hit-points equal to half of that attack (minimum 1).
Leveling the Playing Field
You argue to your patron certain abilities are obligatory for your current situation to the point of being overlimiting. Your patron is feeling generous (or merely tired of your whining) and pours out some of their generosity, allow you two extra Warlock Invocations when appropriate, which do not count against your total number of invocations known, provided they do not cause combat damage. [Note: Your choices are your own, but is transparently a Blade Pact style build, and some popular ranged choices will not apply, so choose accordingly...]
Magic Touch
You argue the importance of "Fake It Till You Make It." You are given proficiency in Athletics or Acrobatics (choose one). In addition, you may use your CHA modifier in place of DEX or STR for saving throws or ability checks.
You wonder if casting spells counts if stand close enough. When delivering a melee attack, you can spend a particular spell's slot to channel it through your blow. Each level of the spell applies an extra 1d8 force damage to the hit. If the spell "casted" has an associated damage type (fire, cold, etc.) you may apply that damage type to the bonus instead. Any associated status conditions normally caused by the spell (poisoned, slowed, paralyzed, etc.) are also applied.
Iron(ic) Fist
Your realize your enthusiastic beatings don't mean you need to stop with your old training. You mediate and develop some techniques for enhancing your body that hopefully won't tick off your patron.
You can use up the slot of a spell with a damage type to apply resistance to that damage type on yourself for 10 minutes.
Your touch spells ignore magic resistance, and treat immunities as mere resistances.
Punch Thru Purgatory
Your patron's interest in gambling pays off, and you are allowed a novel version of the Repelling Blast ability they are bound to find hilarious.
A number of times equal to your Charisma modifier per long rest, you strike an opponent with a special move and send them flying backwards. The maximum distance you can send the opponent is the total amount of Eldritch Blasts rays you could normally cast on one target for one action times 10 feet (e.g., up to 4 rays = 40 ft). You patron does not allow your target to take damage during this unexpected trip, but they are knocked prone and has disadvantage to all save and checks for one turn, as well as disadvantage on their next two attacks.
Super Punch Thru Purgatory: Attempting a version of this move using the total amount of possible Eldritch Blasts rays in one turn. (e.g., 4 rays in 2 actions = max 80 feet.). It uses up your entire turn, and gives you one level of exhaustion afterwards. You prove entertaining enough your patron will allow you this ability more than once per long rest... for a price. Literally, flip a coin. If you fail, the negative effects on the caster and the target will both apply to you, and you will be sent the appropriate distance backwards. You dumb-dumb.
Comments