Warlock

Paths

Bladebound

Not everyone is so focused on their otherworldly patron. While you were wasting time fawning over your patron, I was studying the blade.

Features:

Level Feature

1

Expanded spell list, expanded invocation list

1

Warrior's Way, Bound Arms

6

Multiattack

10

Fusion

14

Armiger

Expanded Spell List

  • Sigils
  • Searing Pain
  • Etc
Cantrips
  • Searing Pain: Bonus action, 60-ft range; subject suffers terrible pain, which they can only mitigate by focusing hostilities on you. Each time subject attempts a harmful action that does not include you, they must pass a Con save; if they fail, they are incapacitated until their next turn. If they succeed, they suffer disadvantage to their attack. The pain is alleviated as soon as they successfully harm you.
  • Stinger: Melee augment; move up to 30-ft in a straight line, melee attack, add +1 lightning damage per square moved.

Expanded Invocation List

5-9-12-15

Invocation Requirements Description

Warrior's Way

You are proficient with martial weapons and heavy armor.

Bound Arms

At will, as a bonus action, you may summon a single bound weapon, dismissing any active ones. It appears in your hand, it goes away 1 round after being dropped, etc etc.

You begin with a single bound weapon at level 1. Each time you defeat one of the creatures below for the first time, you can perform a ritual to gain access to its weapon. Additionally, you can perform rituals to bind a number of weapons in your possession, to a maximum given below:

Level Weapons

1-5

1

6-10

2

11-15

3

16-20

4

(Note: the table describes how many non-outsider weapons you can bind. Those you bind from vanquishing an outsider do not count against the limit)

Weapon Requirements Description

Pixie's Needle

One-handed Dex melee weapon, 1d4+Str piercing damage. Ignores armor, and capable of Sneak Attacks (grants +1d6 damage if you have advantage, increasing to 2d6 at level 8 and 3d6 at level 15)

Felhunter's Fang

Level 6

One-handed melee weapon, 1d6 piercing damage. Upon damaging an enemy, roll a Charisma check. If it exceeds DC 10 + the spell's level, you dispel a chosen spell effect as Dispel Magic.

Kyton's Chain

Level 9

Two-handed melee weapon, reach 10-ft, 1d8 slashing damage, can use to grapple. Can animate itself, even if you summon another weapon, up to 3 rds.

Felguard's Cleaver

Level 9

Two-handed melee weapon, 1d12 slashing damage, affecting 3 squares adjacent to each other and to you.

Infernal's Fist

Level 12

One-handed melee weapon, 1d12 bludgeoning plus 1d8 fire plus knockback 10-ft or fall prone.

Marilith's Armiger

Level 16

One-handed melee weapon, 1d8 slashing damage. You are surrounded by a circle of 5 copies of the blade. Each can be assigned to parry (granting +1 AC to you and adjacent allies), or can attack your melee targets, adding 1d8 damage (no Str modifier).

More to come...

Multiattack

When you spend a single action to attack, you may take two weapon attacks instead of one.

Between attacks, you can freely switch your Bound Arms.

Fusion

You can infuse your weapons and armor with otherworldly essence.

Weapons
  • Infernal: your weapon inflicts +Cha fire damage per attack.
  • Fey: your weapon is partially ethereal, and bypasses up to Cha bonus in armor.
  • Celestial: your weapon inflicts +Cha radiant damage per attack.
  • etc...
Armor
  • Infernal: your armor grants Resist (fire)
  • tbd

Armiger

Once per day, you can conjure your entire suite of Bound Arms all at once. The weapons surround and orbit you, defending against attacks, and augmenting your own. For two rounds, you gain the following traits:

  • Melee attacks against you suffer disadvantage
  • When you attack in melee, you gain 1d4 bonus force damage per weapon in your armiger.
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