Base Class: Warlock
Your patron is a grand Emperor who has ascended beyond the confines of mortality and attained cosmic levels of magic. As a reward for your loyalty and service to both him and the Empire, he has bestowed some of this magic onto you. Your mission as his acolyte is to use this power in service of the Empire, weeding out and culling all forms of dissent and investigating all manner of rebellion. You may do this through stealth and infiltration, or perhaps through intimidation and overwhelming force. Whatever your chosen method may be, know that his highness is always at your back, smiling upon your endeavors. Glory to the Empire!
Expanded Spell List
The Emperor 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.
Emperor Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Royal Decree
Starting at 1st level, the Emperor bestows upon you the ability to invoke his authority on those around you. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws must all obey a one word command from you on their next turn, as if they were under the influence of the command spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Tactical Conditioning
Starting at 6th level, your time in the field has strengthened your abilities and given you greater combat prowess. You gain proficiency with medium armor and martial weapons. Additionally, if your armor would impose disadvantage on stealth checks, it does not for you.
Unyielding Loyalty
Beginning at 10th level, The Emperor ensures that you cannot be poisoned against the Empire. You are immune to being charmed, and your thoughts can't be read by telepathy or other means unless you allow it.
Judgement of the Crown
Starting at 14th level, you learn to channel the absolute authority of your patron. You can use your bonus action to endow yourself with an overwhelming presence of power for the next minute, unless you fall unconscious or become incapacitated. For the duration, whenever a creature hits you with an attack, the attacker must make a Wisdom saving throw against your spell save DC. On a failed save, that creature becomes frightened of you for the duration. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you assume this aura of authority, you can’t do so again until you finish a short or long rest.
Previous Versions
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9/6/2020 3:07:17 PM
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3/2/2021 12:25:31 AM
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Coming Soon
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