Warlock
Base Class: Warlock

You have sealed a pact with not one patron, but with a council comprised of powerful beings that share a singular purpose. Most councils have pursued their goals for long periods of time, failing time and time again. Evidence of their pursuits can be found the world over, and the councils rely on warlocks in their service to endeavor on their behalf. These councils range from an academy of wizards who have outwitted death, to pirate brethren who labor under a curse, to an assembly of powerful elementals or island spirits.

Ward of the Council

Starting at 1st level, the council has shared the secrets of ward creation with you. As part of a short or long rest, you construct a magical ward that takes on the appearance of objects meaningful to your council.

As part of the ward’s construction, choose one of the following damage types: acid, cold, fire, force, psychic, or poison. Creating a ward takes one hour, and you may only have one active ward at a time. If you create an additional ward, your current ward stops functioning as a ward.

As a bonus action, you can activate your ward. While the ward is active, you have resistance against damage of the type chosen when you created the ward until the end of your next turn. You can change the ward’s damage type by spending a bonus action and expending a Hit Die. You do not regain hit points from this Hit Die.

When you suffer damage of this type while your ward is active, you can deal an additional 1d4 damage of the same type with the next successful spell attack or weapon attack you make before the end of your next turn.

This additional damage increases by 1d4 for each Pact Magic slot you have currently expended.

You can use the damaging portion of this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Relics of the Council

Starting at 1st level, you have been trained to seek out the relics of your council. You gain proficiency in the Survival skill. If you are already proficient in Survival, you can roll a d6 and add the result to any ability check that uses the Survival skill.

Additionally, you can cast identify and locate object without using a spell slot. Once you have cast either in this way, you can’t cast either one again until you finish a long rest.

Favor of the Council

Beginning at 6th level, whenever you critically hit with an attack roll, or cast a spell using a 1st-level spell slot or higher, you gain temporary hit points equal to 1 + your Charisma modifier.

When you gain these temporary hit points, you can spend your reaction to instead grant the temporary hit points to a creature you can see within 30 feet. If you do so, you have advantage on the next saving throw you make before the end of your next turn.

These temporary hit points fade after a short or long rest.

Empowered Ward of the Council

Starting at 10th level, you have been entrusted with the secrets of creating empowered wards. When you activate your ward, choose a creature you can see within 30 feet. This creature gains resistance against the damage of the type chosen when you create this ward.

Your additional damage from your ward increases to 1d8, with an additional 1d8 for each warlock spell slot you have currently expended.

Additionally, whenever you or the creature chosen when you activate your ward gains temporary hit points, the other one also gains the same amount of temporary hit points.

Succor of the Council

Starting at 14th level, as an action, or as a reaction when you reach 0 hit points, you can seek the succor of the council. When you do so, your hit points are fully restored, you are instantly teleported to a location you can see within 30 feet, and you are empowered by the council.

For the next minute, roll a d6 at the start of your turn. If you roll a 6 on the die, regain one expended warlock spell slot.

Once you have used this feature, you can’t do so again until you finish a long rest.

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