Base Class: Fighter
You are a member of an exclusive "club", an underground and "misunderstood" group of "eccentric" people.
Spellcasting
3rd level. Your fanatical devotion grants you mystical powers from your "misunderstood" patron.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Cultist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level warlock spells of your choice, two of which you must choose from the enchantment and evocation spells on the warlock spell list.
The Spells Known column of the Cultist Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Zealous Teachings
7th level. When you use your Action to cast a spell of 1st level or higher, you can use your Bonus Action to Disengage.
Ceremonial Weapon
10th level. You carry a unique weapon with "sentimental" and "ornate" value. Over the course of a long rest you can focus on one weapon you are proficient in, this weapon becomes your Ceremonial Weapon, you can only have one Ceremonial Weapon at any one time.
Your Ceremonial Weapon can carry a number of the following abilities, up to a number equal to your proficiency bonus;
Desecrater. When you make a successful attack roll against a creature that is not a construct, elemental or undead, the creature suffers additional damage equal to your Charisma modifier.
Extendable. As a bonus action this weapon can extend, tripling the weapon's original reach until the end of your turn.
Faithful Ward. Whilst holding this weapon, you gain resistance to the same damage type as your weapon deals.
Life Drinker. When you make a successful melee attack roll using this weapon, you can immediately use your Second Wind as a free action. Doing so causes the target to take additional weapon damage equal to the value rolled. Alternatively you can use one of your remaining hit die in place of your second wind, but doing so requires you to use your bonus action.
Sacrificial Blade. When you take damage your blade stores your lost blood. As a reaction you can store the hit points lost from an attack that targeted you, your next attack, whether you hit or miss, deals additional damage equal to half the damage you stored.
Soul Breaker. This weapon's damage overcomes all of a creature's resistances, a critical hit with this weapon causes the target to become vulnerable to to your weapon's damage type until the start of your next turn. This effect does not overcome damage immunities.
Eldritch Arsenal
15th level. When you use your Action Surge, you instantly recover one expended 2nd level spell slot or two 1st level slots.
Ominous Prophet
18th level. Your vision pierces the layers of lies and deceit laid out by the status quo. You become immune to the charmed and frightened conditions.
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