Warlock Subclass: The Authority

 Sometimes the powers you bargained for did not come from the unknown, a monarch or a council, some form of ruling authority made you their instrument through a powerful ritual instead. A loyal soldier to perform the deeds they are unable or unwilling to do themselves.
 
Expanded Spell List
The Authority 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.
The Authority Expanded Spells
1st Command, Compel Duel
2nd Calm Emotions, Spiritual Weapon
3rd Crusaders Mantle, Tongues
4th Compulsion, Dominate Beast
5th Dominate Person, Destructive Wave
 
Dutiful Servant. Starting at 1st level your patron bestows upon you a way to be more efficient in combat. You get a bonus to your initiative rolls equal to your Charisma modifier.
 
Arcane Command. At 1st level you gain the ability to hasten your allies on the battlefield. As a bonus action, once per short rest, you can move a willing ally in the turn order to go immediately after yourself, where they will remain until combat ends. You cannot use this feature on an ally who has already gone this turn.
 
Dominion Regalia. When you reach 6th level you are constantly surrounded by commanding presence that averts people’s attacks. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).
 
Eldritch Exertion. When you reach 10th level you can protect your allies from death. As a reaction when an ally is reduced to 0 hit points the target instead drops to 1 hit point. If you use this feature more than once before taking a long rest, you take one point of exhaustion.
 
One Goal. Everything you have done has been for a greater purpose, at 14th level you know not to leave a job half finished. While combat is still going, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you would die due to failing death saving throws, while you cannot be healed you still do not die outright until combat ends; your body and soul held together by the magic gifted to you. 
 
 

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