Base Class: Warlock
Very few patrons seek out successors to take on their roles of overseeing domains, the individuals who make this pact are bound to in the end take the place of these patrons.
Expanded Spell List
At 1st level, choose a Cleric Domain depending on your patron, the spells for that domain will be what your additional spells are. These additional spells are added to your Warlock spell list.
At 5th level, you can cast each Domain spells up to level 3 at their base level without consuming a spell slot equal to half your Charisma Modifier (rounded down).
At 11th level, you can pick up one equivalent spell from the Cleric Spell list to each of your Mystic Arcanum spells, effectively you will have an additional cleric spell per Mystic Arcanum but can cast only one of them per long rest.
At 17th level, you can cast wish once a day without expending a spell slot, the same rules do however apply if you choose to cast it.
Domain Initiate
Starting at 1st level, you gain all the bonus proficiencies, attributes and benefits that come from the first level of your chosen Cleric Domain.
Domain Novice
At 6th level, you gain the 6th level feature of your chosen cleric domain.
Features that say you use Channel Divinity mean that you can use the feature twice between short or long rests.
When you finish a short or long rest, you regain your expended uses.
Beginning at 18th level, you can use that feature three times between rests.
Channel Intervention
Beginning at 10th level, you can channel the powers granted to you by your Patron to intervene when your need is great.
This channelling requires you to use your action.
Roll percentile dice. If you roll a number equal to or lower than your Warlock level, you channel your powers to intervene successfully. If you spend 10 minutes of uninterrupted concentration, you can roll twice for your attempt.
The DM chooses the nature of the intervention; the effect of any Warlock spell or chosen Domain spell would be appropriate. If you succeed, you can't use this feature again for 2d4 days and you take a level of Exhaustion. If you roll a 1 on the percentile die, the restrictions do not apply.
Otherwise, you can use it again after you finish a long rest.
At 16th level, If you roll a 5 or lower on the percentile die, the restrictions do not apply.
At 20th level, your attempt for intervention succeeds automatically, no roll required to succeed, but required to see if you can forgo the day restriction. You no longer take a level of exhaustion, and you can't use this feature again for just only 1d4 days.
DemiGod's Attributes
When you become 14th level, choose an ability score of yours to become a DemiGod Attribute Ability Score. This permanently makes it 22.
You gain one Epic Boon from the Dungeon Master's Guide at the DM's discretion.
You also gain resistance to one type of damage. This can be changed per Long rest.
At 17th level, you can increase your DemiGod Attribute Ability Score score by 4, or you can pick up an additional Epic Boon at the DM's discretion.
At 20th level, you can increase your DemiGod Attribute Ability Score by 4, or you can pick up an additional Epic Boon at the DM's discretion.
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