Warlock
Base Class: Warlock

You have made your pact with a mysterious entity — a force that manifests in sentient magic armor carved from the stuff of shadow. The shadowy force behind these Raiments can offer power to warlocks who form pacts with it.

Expanded Spell List

The Raiment 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.

Raiment Expanded Spells

Indwelling of the Raiment

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor, shields, and smith's tools. Select a fighting style below.

You can roll for additional temporary HP when under the effect of spells, abilities, or potions that already grant you temporary HP. This ability can be used once per long rest, and the duration is subject to that of the spell, ability, or potion that granted the temporary HP. (3d4 at 1st level, 5d4 at 5th level, 10d4 at 10th level, 15d4 at 15th level)

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Raiment's Instincts

Starting at 6th level, you can add half your Charisma modifier rounded up on a reaction, as a bonus to your AC, including against the triggering attack. You start with 2 uses when gaining this feature, 4 uses at 10th, and 6 total uses at 17th level.

You regain all expended uses when you finish a long rest.

Ironclad

Starting at 10th level, you also gain resistance to non-magical bludgeoning, piercing, and slashing damage.
On each long rest you may choose one additional damage type to resist.

Acid

You resist Acid damage.

Cold

You resist Cold damage.

Fire

You resist Fire damage.

Force

You resist Force damage.

Lightning

You resist Lightning damage.

Necrotic

You resist Necrotic damage.

Poison

You resist Poison damage.

Psychic

You resist Psychic damage.

Radiant

You resist Radiant damage.

Thunder

You resist Thunder damage.

Raiment's Curse

At 14th level, you develop an innate knowledge of circumventing the defenses of your enemies, and even punishing them for it. This reflects as a bonus 1d4 on melee or spell attack rolls, and a bonus 1d8 to the damage roll, which corresponds to the attack's damage type.

As a bonus action, choose one creature you can see within 30 feet of you. and place the Raiment's Curse on them for a number of rounds equal to your Charisma modifier.

The creature is forced to make a Wisdom save against your spell DC to resist this ability, and may take an action to repeat the save in subsequent turns. Under this curse, they lose all armor proficiency. If they have natural armor, they retain spellcasting ability.  The curse ends early if the target succeeds the save, dies, you die, or you are incapacitated. Furthermore this ability refreshes on short or long rests

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2020 4:18:11 AM
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