Warlock
Base Class: Warlock

In a time long past, before magic, before the Gods, there came the First Myrmidon. A master of the blade, so fearsome it was rumored he could fell an entire army with a single swipe of his blade. He could cleave mountains in two and, some said, could even tear the fabric of reality itself. Then one day, he mysteriously vanished. But his legend lived on, being passed down through the generations. All those who study the way of the blade have a chance to be blessed by the peerless skill and might of this ancient swordmaster. You have made a pact with this ancient swordsman, and thus have been granted his boons.

Extended Spell List

Spell Level                       Spells

1st             Compelled Duel, Searing Smite

2nd          Cloud of Daggers, Magic Weapon

3rd             Elemental Weapon, Water Walk

4th        Elemental Bane, Freedom of Movement

5th             Holy Weapon, Steel Wind Strike

Myrmidon's Training

At 1st level, you gain proficiency with medium and heavy armor, shields, and martial weapons.

The might of the Myrmidon allows you to not only strike with your strength, but with your force of will. Once per turn, when you hit with a melee attack, you can add half your Strength modifier (rounded down) and half your Charisma modifier (rounded up) to the damage for that attack.

Myrmidon's Strength

Starting at 6th level, you can now attack twice instead of once whenever you take the Attack action on your turn. Additionally, you have honed your blade to strike true. Any melee weapon attack is a critical hit on a roll of 19 or 20 for you.

Myrmidon's Skill

At 10th level, if you use your action to cast a spell, you can make one weapon attack as a bonus action. If this attack is a critical hit, you can add an additional 3d6 damage of the weapon's type.

Master Myrmidon

At 14th level, you have mastered the blade. Whenever you take the Attack action, you can now attack three times instead of two. If all three attacks hit the same target, you can make a special attack as a bonus action with a critical hit range of 17-20. If it is a critical hit, you can add an additional 6d6 damage of the weapon's type.

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