Warlock
Base Class: Warlock

Your patron is a spirit of someone important to you. You have bound yourself to an ancestor, companion or ally after they have passed on from the mortal world. Your pact with that spirit allows you to bless yourself and others with the healing energies of the spirit world.

Being connected to such energies can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead and to protect the innocent. At times, your heart might also be filled with a longing for the spiritual realm of your patron, a desire to wander that realm for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

cure wounds, shield of faith

2nd

prayer of healing, spiritual weapon

3rd

revivify, spirit guardians

4th

death ward, guardian of faith

5th

greater restoration, raise dead

Bonus Cantrips

At 1st level, you learn the Light and Spare the Dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Spirit

At 1st level, you gain the ability to conjure a spirit to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can move the spirit to heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Spirit Ward

Starting at 6th level, when you heal one creature within 30 ft., you can also place a ward around that creature that lasts for 1 round. Until the ward ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw equal to your Spell Save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This ward doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this effect ends.

You can use the ward a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Spirit Drain

Starting at 10th level, your Spirit Patron bolsters you when other creatures are healed or killed. When any creature within 60 ft. of you gains hit points or dies, you gain temporary hit points equal to half your Warlock level.

Spiritual Renewal

Starting at 14th level, your Patron Spirit allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of spiritual energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose.

Each creature of your choice that is within 30 feet of you is imbued with bravery for 1 minute. Until the effect ends, the creature is immune to being frightened and gains temporary hit points equal to your Charisma modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this spell.

Once you use this feature, you can’t use it again until you finish a long rest.

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