Warlock
Base Class: Warlock

Your Patron is a ancient being, or perhaps just a powerful being who's spirit or soul has been trapped into a piece of attire you now adorn, or perhaps chose to move in to prevent death of some kind. The moment you had found this attire, having brought it off a mysterious shop keeper, or found it on the dead body of an old adventurer. Whatever means you found this attire, you had known it was off. Perhaps you put it on out of curiosities. Perhaps you shrugged off the feelings or perhaps even you embraced them. Whatever it was, you had put it on. A shirt, a hat, a coat. And from then on, you haven't been able to take it off. It remains forever clean, and the patron often quiet unless it has reasons to talk, even then it may only be during dreams or violent outbursts of emotion. For whatever reason, you and they are now bonded. The patron offers power in return of a goal of it's own desires. To escape, to find revenge. The list may go on.

Attire's defense

As a reaction, for the round, You reduce incoming damage by your 1+CHA mod as a reaction.

Expanded Spell List

The Cursed Attire 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.

Cursed Attire Expanded Spells
Spell Level Spells
1st Bane, Faerie Fire
2nd pass without trace, silence
3rd phantom steed, spirit guardians
4th faithful hound, polymorph
5th Arcane Hand, Flame Strike

Attire's Protection

At 1st level, you gain the ability to channel the attire's power into life not your own.

Your feature regains its use when you finish a short rest. As a bonus action, once per short rest you gain a resistance of your choice. This resistance last until you take a rest. On taking a rest, you regain a use of this feature.

Attire's power

Gain resistance to non magical damage. As an action.  Wreathe yourself in the chosen element. Enemies within reach must make a Dex saving throw (Spell save DC) or take 1d6 damage in the element of your choice. This effect last for a minute and can only be used on a short rest.

Attire's undeath

At half your hp, gain half your hp in temp hp. Your weapon dealsl an additional 2d6 elemental damage of your choice to creatures with your attacks, but take half that damage  to yourself based on the elemental damage. This half damage is not affected by resistances. You are unable to heal back hp until the temp hp has been lost. When the temp hp is lost, this effect ends. 

A bond unbroken

Upon hitting 0 hp, as a reaction, you return back to 1 hp and gain half your hp in temp hp. You also choose a resistance of your choice in addition to prior resistances. While this temp hp is active, you can not be healed and gain an attack which deals 4d6 damage, healing your hp for half. This hp can only increase to your current total temp hp. Once temp hp is matched or lower, you no longer regain hp. The attack and resistance is lost when the temp hp is gone. You also gain a point of exhaustion.

Gain 10+ speed.

You are able to cast 3 spells without the use of pact spell slots. These spells regain use on a long rest. One charge to cast slow. One charge to cast ether haste or enlarge, these two spells can only target yourself and only one can be used a long rest.

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