Warlock
Base Class: Warlock

You have made your pact with a mysterious entity— a force that manifests in sentient magic weapons carved from the stuff of legends. The magical force behind these weapons can offer power to warlocks who form pacts with it. Many Arcane Blade warlocks create weapons that emulate those formed of the mysterious entity. Others forgo such arms, content to weave the magic of that plane into their spellcasting.

Expanded Spell List

The Arcane Blade 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.

Arcane Blade Expanded Spells

Arcane Strike

At 3rd level, you learn to unleash special magical effects with your weapon strikes. When you gain this feature, you learn two Arcane Strike options of your choice (see “Arcane Strike Options” below).

Once per turn when you make a melee weapon attack as part of the Attack action, you can apply one of your Arcane Strike options to that Weapon. You decide to use the option when the weapon hits a creature. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Strike option of your choice when you reach certain levels in this class: 6th, 10th, 14th, and 18th level. Each option also improves when you become an 10th-level warlock.

Arcane Strikes Options

The Arcane Strike feature lets you choose options for it at certain levels. The options are presented here in order. They are all magical effects, and each one is associated with one type of patron. You may use an Arcane Strike feature once per turn.

If an option requires a saving throw, your Arcane Strike  save DC equals 8 + your proficiency bonus + your Charisma modifier.

Shocking Strike

Until the end of your next turn, when you roll for an attack with your pact weapon, you can expend one Arcane Strike use make a Shocking Strike. When you land a hit while this feature is active, your attack deals an additional 2d8 lightning damage.

 At 10th level, increase the damage by 1d8.

Ancient Strike

Until the end of your next turn, you hit a target with your pact weapon, you can expend one Arcane Strike use to deal an additional 1d8 psychic damage. In addition, after being hit, the targets must make a Wisdom saving throw. On a failed save, the targets have disadvantages on all their attack rolls and saving throws until the of the next turn..

At 10th level, increase the damage by 1d8.

Arcane Strike

Until the end of your next turn, when you roll for an attack with your pact weapon, you can expend one Arcane Strike use make a Deadly Strike. Your attack deals an additional 1d8 force damage on hit. As a bonus action, you can expend one 1st level spell slot to add an extra 1d8 force damage. You can expend a higher level spell slot to add an extra 1d8 for each slot above 1st level (Maximum of 6d8.)

 At 10th level, increase the damage by 1d8.

Celestial Strike

Until the end of your next turn, when you hit a target with your pact weapon, you can expend one Arcane Strike use to deal an additional 1d8 radiant damage. In addition, target that was hit by your attack was undead, fiend, you deal an additional 1d8 radiant damage.

At 10th level, increase the damage by 1d8.

Cursed Strike

Until the end of your next turn, you hit a target with your pact weapon, you can expend one Arcane Strike use to deal an additional 1d8 necrotic damage. In addition, after being hit, the targets must make a Constitution saving or suffer an additional necrotic damage equal to your charisma modifier.

At 10th level, increase the damage by 1d8.

Deadly Strike

Until the end of your next turn, when you roll for an attack with your pact weapon, you can expend one Arcane Strike use make a Deadly Strike. Your attack deals an additional 1d8 slashing damage on hit. When you Take the attack action, your attack becomes critical on 19 or 20 on a D20.

 At 10th level, increase the damage by 1d8.

Demonic Strike

Until the end of your next turn, you hit a target with your pact weapon, you can expend one Arcane Strike use to deal an additional 1d8 fire damage. In addition, if you reduce a targets hit points to 0, you regain hit points equal to half of your warlock level.

At 10th level, increase the damage by 1d8.

Fey Strike

Until the end of your next turn, when you hit a target with your pact weapon, you can expend one Arcane Strike use to deal an additional 1d8 force damage. In addition, target that was hit must succeed Wisdom saving throw or become frightened of you until the end of your next turn.

At 10th level, increase the damage by 1d8.

Mighty Strike

Until the end of your next turn, you hit a target with your pact weapon, you can expend one Arcane Strike use make mighty Strike. When you hit a target with your pact weapon, you deal an additional 2d8 force damage.

Precision Strike

Until the end of your next turn, when you roll for an attack with your pact weapon, you can expend one Arcane Strike use make Precision Strike. When you roll for an attack, roll a 1d4 and add that to your attack roll.

Shadow Strike

Until the end of your next turn, you hit a target with your pact weapon, you can expend one Arcane Strike use to make a Shadow Strike. When you make the attack action, your Blade becomes a shadow as it bypasses any defense. When you attack, roll a D20, on a 10 or lower the targets AC is reduce by 1 for the attack. On a 11 or higher, the targets AC is reduce by 2 instead. The targets AC returns to normal after every attack made against it while this feature is active.

Undead Strike

Until the end of your next turn, you hit a target with your pact weapon, you can expend one Arcane Strike use to deal an additional 1d8 necrotic damage. In addition, after being hit, the targets must make a Constitution saving or suffer one point of exhaustion for an hour. The exhaustion points do not stack up.

At 10th level, increase the damage by 1d8.

Arcane Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Arcane Multi Strike

Starting at 6th level, when you take the attack action and use one of your Arcane Strike features, you can immediately make one weapon attack as a bonus action.

 

Arcane Armor

At 10th level, you have honed your Arcane Strikes to where now they can momentarily protect you from danger. Once per short rest, If the target hits you with an attack roll and one of your Arcane Strike Features is active, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

At 17th level, you gain an additional use of this feature.

Master of the Arcane Strike

Starting at 14th level, you have master your Arcane Strikes and you can now utilize them with greater potencies. Once per long rest, when you have no more Arcane Strike uses, you can regain all uses of Arcane Strike. In addition, you can now use up to two different Arcane Strike features at the same time.

At 18th level, you can use up to 3 different Arcane Strike features at the same time. 

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