Base Class: Warlock
Your patron is the powerful guardian of some ancient site, object or knowledge; a creature or enchantment bequeathed with power enough to forge pacts of its own. The warlocks of such beings are often tasked with adventuring further than their patrons are able, seeking out knowledge or taking a more proactive role in the protection of their ward. Examples of such patrons include the elemental guardian of a hidden planar portal, the soul of a wizard who guards ancient secrets, or perhaps even the enchantment surrounding Dondros itself.
Defensive Glyphs
Starting at 1st level, you can use a bonus action to conjure a magical glyph on any solid surface within 30 feet of you. When you create a glyph, you can designate a number of creatures equal to your Charisma modifier you can see to be unaffected by it. These glyphs are invisible except to you and creatures designated by you. Whenever an undesignated creature moves within 5 feet of the glyph for the first time on a turn, the glyph explodes. Each undesignated creature within 5 feet of the glyph must make a Strength saving throw against your Warlock spell save DC or be pushed away from the glyph 10 feet and knocked prone. Once it has been created, a glyph remains for 1 hour before harmlessly fading out of existence, or until it explodes. You can use this ability a number of times equal to your Charisma modifier (minimum of 1). You regain any expended uses when you finish a long rest.
Localised Barrier
Starting at 6th level, you can call into being localised force fields to hinder the movement of enemies. Whenever a creature within 60 feet of you moves, you may use your reaction to halve the speed of that creature, forcing them to make a Wisdom saving throw against your Warlock spell save DC. On a failed save, they are stunned. The effects of this feature last until the start of the creature’s next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Improved Defensive Glyphs
Also starting at 6th level, repetition of your glyph crafting has committed much of the process to reflex, reducing the strain significantly and allowing you to focus on their power. You regain all expended uses of Defensive Glyphs when you finish a short or long rest. In addition, any creature pushed by an exploding glyph takes force damage equal to your Charisma modifier.
Safe Haven
Starting at 10th level, you have begun to not only exude the presence of your patron, but exert some of their powers more directly. As an action you may summon a 15-foot radius sphere of protective energy centered on yourself for 1 minute. When you summon the sphere you may choose a damage type, allies within the sphere gain resistance to the chosen damage type, as well as advantage on saving throws against spell effects. The sphere remains in place for the duration. Once you use this feature, you can’t use it again until you finish a long rest.
Timeless Protector
Also starting at 10th level, you age 10 times slower than usual for your race, as your patron deigns to extend your service as its envoy.
Accomplished Guardian
Starting at 14th level, you have begun to exert precise control over your patron’s protective influence. You can use your action to grant one creature you can see within 60 feet immunity to all damage until the start of your next turn. Once you use this ability, you can’t use it again until you finish a short or long rest.
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