Base Class: Warlock
You have been chosen to be a messenger of the end of the world, your patron has instilled you with the power to see if a person is truly worthy of being saved from doom or those able to be redeemed. Alternatively, your patron may want you to see the evil that lurks inside a person and gives you the capacity to push them over the edge into damnation.
Harbinger Expanded Spells
The Harbinger lets you choose from an expanded spell list of spells when you learn a warlock spell. The spells are added to the warlock spell list for you.
1st: Detect Evil and Good, Command
2nd: Zone of Truth, Detect Thoughts
3rd: Speak with Dead, Tongues
4th: Arcane eye, Compulsion
5th: Circle of Power, Dominate Person
Sigil of judgement
At 1st level, you have been gifted by your patron to mark those who need to atone for their mistakes or for you to bring a righteous fury unto them.
As a bonus action, you mark a target with a sigil it remains for 1 minute, the sigil will end early if the target dies or you use this feature again.
You can use this feature an amount of times equal to your charisma modifier per long rest.
Sigil of Penance
A target must make a charisma saving throw, good aligned creatures make this roll with advantage.
On a fail, the target subtracts your charisma modifier from all saving throws, ability checks and attack rolls.
Sigil of Retribution
A target must make a charisma saving throw, targets with an evil alignment make this save with disadvantage.
On a fail, when you deal damage to this creature you can add your charisma modifier to the damage.
You can make a weapon attack against the target as a bonus action.
Fortified messenger
At 6th level, your patron has decided to bestow upon you that will help you better serve as a messenger.
you can choose from the following two gifts.
Harbinger of Damnation
You gain proficiency in intimidation and deception, if you already have proficiency in these skills you gain expertise in them.
You gain resistance to necrotic damage.
Harbinger of Salvation
You gain proficiency in both insight and persuasion, If you already have proficiency in these skills you gain expertise instead.
You gain resistance to radiant damage.
Seal of fate
By 10th level the work you have done for your patron has impressed them, as a result you have been gifted with further capacity to impose final judgement on a creature.
As a bonus action, you can place a seal on a target creature for one minute aiding you in ensuring their demise or ensuring that they survive. The target can make a Charisma saving throw to avoid this.
The effects of the seal end early if you use this feature again, or if yours or the target's HP is reduced to 0.
You can use this feature an amount of times equal to your charisma modifier per long rest.
Seal of the Fallen
You have deemed a target to be beyond salvation and needing to be destroyed.
Every round target loses health equal to your charisma modifier.
You can use your reaction to impose disadvantage on any attack roll, saving throw or ability check the target makes.
Seal of the worthy
You have deemed a character to be worthy of salvation.
Every round target regains hit points equal to your charisma modifier.
You can use your reaction to grant advantage to a saving throw, ability check or attack roll the target makes.
Rapture soul
At 14th level you have been granted you the ability to rend a targets soul from their body for judgement by your patron.
One target you touch has their soul pulled from their body. The target is incapacitated and immune to all damage for a number of rounds equal to your charisma modifier. When their soul is returned to their body they take Xd6 radiant or necrotic damage where x is equal to your warlock level.
you can use this feature once per long rest.
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