Warlock
Base Class: Warlock

Your patron is Procon. You have bound yourself to him. Procan is the wild deity of ocean storms, winds, and waves, as well as of sea life. He is as tempestuous as his domain and can be greedy or cruel. His clerics make holy water from brine and travel aboard ships to placate the god’s wild moods. Procan’s symbol is a trident piercing a cresting wave.

Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Expanded Spell List

Procon 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.

Procon Expanded Spells
Spell Level Spells

1st

cure wounds, thunderwave

2nd

gust of wind, shatter

3rd

call lightning, revivify

4th

control water, ice storm

5th

destructive wave, greater restoration

Bonus Cantrips

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

Healing Water

At 1st level, you gain the ability to channel water energy 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 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.

Storm Soul

Starting at 6th level, your link to Procon allows you to serve as a conduit for Storm energy. You have resistance to Thunder, Cold, or Lightning damage, and when you cast a spell that deals Thunder, Cold, or Lightning damage, you can add your Charisma modifier to one Thunder, Cold, or Lightning damage roll of that spell against one of its targets.

Storm Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Procon's Vengeance

Starting at 14th level, the storm energy you channel 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 lightning striking the character. 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 takes thunder damage equal to 2d8 + your Charisma modifier, and it is knocked back 10 feet and knocked Prone and is audible for 300ft.

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

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