Warlock
Base Class: Warlock

You’re out of your depth, and you probably don’t have much longer to live. On any other day these odds would be overwhelming, but an unknown power has taken notice of you. You feel something  swell within you, just enough of an advantage to escape alive. Its yours for a price.

The Nameless Saint of Lost Causes chooses its subjects carefully, only giving power and hope to those who have none. The Price of this power can vary from Warlock to Warlock, and some may find greater power in seeking revenge against those who have wronged them. Others may find they grow stronger the more people they save.

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

Bless, Bane

2nd

Death Ward, Haste

3rd

Locate Creature, Mislead

4th

Protection from Energy, See Invisibility

5th

Telepathic Bond, Warding Bond

Survival Instinct

Starting at Level 1, you are given the ability to hide when you are hurt. Whenever you take damage you may choose to use your reaction to become invisible until the end of your next turn. Casting a spell or attacking an enemy ends this effect early.

You may use this ability a number of times per day equal to your proficiency bonus. These charges reset on a long rest.

Blood Circle

Starting at 6th level, a Warlock of the Nameless Saint may use both their Action and Movement to deal 1d6 damage to themself and travel in a 10ft diameter circle, scribing an improvised Magic Circle in blood. This circle lasts for a number of Rounds equal to your warlock level

The effects of spells cannot cross the circle, and creatures inside the circle are immune to the Charmed, Frightened or Possessed conditions. Creatures inside the circle are unable to inflict those conditions on other creatures and cannot cast spells with targets that are outside the circle. In order to cross the circle a Creature must succeed on a Charisma saving throw equal to 8 + Proficiency Bonus + Damage taken while casting this spell.

Using this ability within 5 ft of an enemy provokes an attack of opportunity.

Psychic Rage

At 10th level you may expend a spell slot to activate Psychic Rage. Psychic Rage halves your movement speed and changes it to Flying [Hover], making you immune to the Prone condition and negating any penalties for Difficult Terrain. Psychic Rage requires Concentration to be maintained.

In addition, all loose objects in a 15ft radius float in a circle around you, giving disadvantage to all ranged attacks against anyone within a 15ft radius. Any Creature sized Medium or Smaller, or any object under 100 pounds may be targeted with a Bonus Action and must succeed on a Will Save against your Spell Save DC or be thrown 15 feet outside the Aura, taking 2d6 bludgeoning damage on impact. If an object is thrown in this manner, make a ranged spell attack against the enemy. If it succeeds the object deals 1d6 bludgeoning damage

Psychic Rage may be activated for Free if an Ally drops to 0 health. This feature may only be activated in this way again after a Long Rest.

Righteous Denial

Starting at 14th Level, use your Reaction or Bonus Action to give yourself Resistance to non-physical damage from a Spell or Ability that that would deal damage to you. You gain Resistance to that type of damage until the end of your next turn.

In addition, you may cast Counterspell at a level equal to the highest level of Mystic Arcanum that you can use. This spell does not expend a spell slot or Mystic Arcanum. This ability may only be used again after a long rest.

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