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Warlock: The Pantheon

A
s an adventurer you are destined to accomplish Varatha
great things. Some adventurers even have the
backing of a singular patron, whether it's a When summoning this Spear a connection is made between
deity, fey, fiend, etc. Even rarer are those who you and this weapon. When this weapon is thrown you can
not only catch the eye of a single patron, but use a bonus action to summon it back to you. Any creature
those who catch the eye of an entire pantheon within the direct line must make a Dexterity Saving throw
of gods. With an entire pantheon acting as your against spell DC or take 1d6 piercing damage.
patron, you become a much more versatile adventurer able to
access talents in a multitude of diverse areas befitting your Aegis
representation of the plethora of patrons you now have. When summoning this Shield as your infernal arms
creatures may misconstrue that you're taking a more
Expanded Spell List defensive approach. They couldn't be more wrong. On top of
The Pantheon allows you to choose from an expanded list of the defensive benefits a shield grants you, you can also make
spells when you learn a warlock spell. The following spells attack rolls with it and you deal 1d6 slashing + attack
are added to the warlock spell list. modifier damage to your target. You can also elect to perform
a bull rush where as an action, you dash forward in a 15 ft
The Pantheon Expanded Spells wide and 15 ft long line. At the end of the dash all creatures
Spell Level Spells within the line take damage and are pushed back 10 ft on
failed Strength Saving throw against your spell save DC.
1st Shield, Zephyr Strike* After this action is taken you cannot use your movement until
2nd Blur, Branding Smite your next turn.
3rd Lightning Bolt, Tidal Wave* Coronacht
4th Ice Storm, Summon Greater Demon* When summoning this Longbow you become deadly accurate
5th Reincarnate, Summon Celestial** in dealing damage with your strikes. Any attack roll you make
against a target is a critical hit on a 19 or 20 on the d20.
* spell is from Xanthar's. ** spell is from Tasha's Malphon
Infernal Arms When summoning these Gauntlets you become deadly with
At 1st level you acquire the training necessary to effectively your unarmed strikes. When you make an unarmed strike
you deal 1d6 bludgeoning + attack modifier damage to your
arm yourself for your battles. You gain proficiency with foes. As a bonus action you can make an additional unarmed
medium armor, and the infernal arms given to you by the strike with your off hand, however you can still add your
pantheon that supports your endeavors. You can pick one attack modifier to the damage.
infernal arms at the start of your journey and can elect to
swap it out, each time you gain a new level in this class.
The Infernal Arms are considered non-magical weapons Boons of the Pantheon
but provide additional benefits based on which one is chosen. At second level when you gain the Eldritch Invocations
When you attack with this weapon you can add your feature you can access boons granted to you by the pantheon
Charisma modifier, instead of Strength or Dexterity modifier, in place of choosing an Eldritch Invocation. You must be
for the attack and damage rolls. The Infernal Arms can also equipped with an infernal arms in order to access and use
be used as a spell casting focus as you channel the powers these boons. Also, these boons follow the same rules as
learned from the Pantheon. Eldritch Invocations in regards to obtaining them, swapping
If you gain the Pact of the Blade feature, this benefit them out, and etc. These boons are detailed at the end of this
extends to those weapons, you summon with that feature. subclass.
Additionally, your Pact of the Blade features extend to
infernal arms summoned with this feature as well.
Titan's Blood
Stygius Starting at 6th level your infernal arms become infused with
When summoning this Longsword you take up a style that the blood of the Titan's bolstering their strength. Your
prefers heavier and slower strikes. When wielding this blade infernal arms now become magical for overcoming non-
you can spend a bonus action to slam the ground causing a 5 magical resistances and immunities. Once on each of your
ft shock wave to erupt around you causing the creatures turns when you hit a creature with your infernal arms, you
around you to make Strength Saving throws against your can deal an extra 1d8 force damage to that target.
spell DC on failure they are knocked prone.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Divine Aid (17th Level Required): You call upon the
Ambrosia God's aiding you to smite your foes. You can cast the
Storm of Vengeance Spell (PHB) without the use of
At 10th level you gift a god in the Pantheon with ambrosia material components and you have advantage to maintain
and they in turn give you a gift. Depending on the god chosen concentration to keep the spell active. Once you use this
you gain one of the following benefits. When you gain a level feature you cannot use it again until you finish a long rest.
in this class you can elect to gift another god within the
pantheon and replace your current benefit with another from Gods of Love
this list.
Heartbreak Strike: When you hit an enemy with an
Love: You are immune to the charmed condition. attack you cause their will to fight to break, causing their
War: +1 to attack and damage rolls next attack to lack power behind it. Subtract 1d6 from
Hunt: Whenever, you land a critical hit it now does an their next damage roll. You can use this feature up to three
extra 1d4 damage of the damage dealt. times and regain all uses on a short or long rest.
Winter: You are resilient in cold environments and no Life Affirmation (7th Level Required): As a bonus action
longer gain negative affects in freezing temperatures. You you create an aura of refreshing beauty. You and your
have resistance to cold damage. allies receive max healing die until the end of your next
Wine and Festivities: Your tolerance to alcohol now turn. You can use this feature up to three times and regain
affects other toxins and poisons. You have resistance to all uses after a short or long rest.
poison damage and are immune to the poisoned Blown Kiss: As a bonus action a creature you see is
condition. charmed by you for the round. It skips attacking on its
Wisdom: +1 to your armor class and saving throws. next turn and instead spends it trying to proposition you
Emissaries: Your speed increases by 15 ft. regardless of what is going on around it. If the creature is
Ocean: Your swim speed is equal to your movement speed injured prior to its turn the effect is canceled. You can only
and you can breathe underwater as if it was air. use this feature once and regain all uses after a short or
Lightning and Thunder: You are wreathed in electricity, long rest.
any melee attack that hits you the target takes 1d4 electric
damage. You have resistance to lightning damage. Gods of War
Battle Rage (7th Level Required): After successfully
Just Keep Coming Back For landing your first attack that turn, you have advantage to
More hit on your second attack. You can use this feature up to
three times and regain all uses after a short or long rest.
At 14th Level your perseverance in the face of death is Blade Rift (9th Level Required): You can use an action
unyielding. When you make a death saving throw at the start to create a malevolent storm of blades around you. This
of your turn you can instead spring back to life. You regain lasts for 1 minute and each creature within 5 feet of you
half your hit point maximum, and then stand up if you choose must make a Dex Saving throw when they first enter the
to. You gain bonus AC equal to your Charisma modifier until radius and at the beginning of their turn or take 1d6
the end of your next turn. You can only use this feature once slashing damage. You can only use this feature once and
per long rest. regain all uses after a short or long rest.
Gods of the Hunt
Boons of the Pantheon Support Fire (9th Level Required): After hitting with an
All Gods attack you can send a magical arrow to attack a creature
God Watched: You have an aura about you that signifies (other than the one that was initially hit) within 30 ft. The
you are favored by the Gods. You can choose one of the arrow automatically hits and does 1d8 piercing damage.
following affects to signify you have received their boons You can use this feature up to three times and regain all
and are a force to be reckoned with. uses after a short or long rest.
You emit a dim aura of light signifying your Godly Hide Breaker (15th Level Required): You know how to
ties. pin point defenses in a creatures armor. Upon a successful
There is a slight wind that constantly blows your hit you can reduce your targets AC score by your
hair perfectly. proficiency modifier. You can use this feature up to three
Tattoos that move and depict your victories. times and regain all uses after a short or long rest.
Anything other harmless effect approved by your
DM.
On top of the options above you can also spend an action to
cast the Prestidigitation Cantrip (PHB).

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Gods of Winter Quick Recovery: Upon getting hit you can move fast
enough to mitigate some of the damage. Reduce damage
Crystal Beam (15th Level Required): You use a bonus taken by 1d8. You can use this feature up to three times
action to summon a floating crystal for 1 min, it fires a and regain all uses after a short or long rest.
beam at the closest enemy within 15 ft at the end of your
turn. The damage each turn ramps up if the target Gods of the Oceans
remains the closest one to you each round. Damage starts Breaking Wave (15th Level Required): As an action you
at 1d4, then increases by 1d4 each round. If the crystal send a 15 ft wide and 10 ft tall wave in a 30 ft line.
changes targets the damage die starts at 1d4 again. You Creatures within the path must make a strength saving
can only use this feature once and regain all uses after a throw. On success they are pushed back 5 ft, on failure
short or long rest. they are picked up by the wave and pushed back the 30 ft
Glacial Glare (7th Level Required): You use a bonus plus an additional 15 ft and take 3d10 bludgeoning
action and give a chilling glare at a creature and force it to damage. You can only use this feature once and regain all
make a constitution saving throw. On failure its blood uses after a short or long rest.
freezes and the creature stiffens suffering the paralyzed Sunken Treasure: You have a sense of where treasure
condition frozen till end of the creatures turn. You can use might be hidden. You have advantage on all perception
this feature up to three times and regain all uses after a and investigation checks made to specifically find
short or long rest. treasure.
Typhoon's Fury (9th Level Required): As an action you
Frost Flourish (7th Level Required): Upon landing a call up a thick fog to obscure your attacks for 1 minute in
strike your target has its movement reduced by 10 ft and a 30 ft radius, this fog cannot be dispersed by non-magical
cannot take the dash action on its next turn. You can use means. All creatures within the fog have their vision
this feature up to three times and regain all uses after a obscured. You however, can see through it all as if it was a
short or long rest. clear day. You can only use this feature once and regain all
uses after a short or long rest.
Gods of Wine and Festivities
After Party (15th Level Required): Upon finishing a Gods of Lightning and Thunder
combat encounter you and your companions regain one of Storm Lightning (10th Level Required): As an action
your respective hit dice with out the need of a short rest or you cast a bolt of lightning that bounces around to up to 5
the expenditure of an actual hit dice. You can only use this creatures you can see within 30 ft. Each takes 1d10
feature once and regain all uses after a short or long rest. damage. You can use this feature up to three times and
Trippy shot: As a bonus action you throw a casket of regain all uses after a short or long rest.
magically summoned wine at a point within 30 ft of you. Double Strike (15th Level Required): Your attacks have
All creatures within a 10 ft radius of it must make a a chance to deal damage twice. Roll the percentile die, on
Constitution saving throw. On failure they are poisoned for a 25 or lower the creature takes double damage.
1 minute. You can use this feature up to three times and
regain all uses after a short or long rest. Accreditation
Drunken Dash: Your movements become unreadable
stumbles and as a bonus action you can take the Written by: NP
disengage action.
Edited by: NP and CW
Gods of Wisdom
Brilliant Riposte (9th Level Required): When a creature Inspired by Hades a Supergiant Games
misses you with a melee attack, you can use your reaction Creation
and take the attack action against the creature. You can
use this feature up to three times and regain all uses after
a short or long rest.
Deathless Stand: If you fail one of your death saving
throws you can instead activate this feature and choose to
turn the failure into a success. You can only use this
feature once and regain all uses after a short or long rest.
Gods of Emissaries
Greater Evasion (7th Level Required): You can dodge
out of the way of certain area effects. When you are
subjected to an affect that causes you to make a Dexterity
Saving throw to take only half damage, you instead take
no damage on success and only half damage on failure.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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