Pact of the Guardian

by Nyadnar17

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Warlock: Pact of the Gaurdian
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jch15jch15, https://www.deviantart.com/jch15jch15

Pact of the Guardian

The divine play games with the lives of mortals and though the rules and aims of the game may be unclear, this much is certain. Not all pieces are equal.

You have bound yourself to a powerful guardian entity. It might have been a celestial assigned to ensure the continuation of your bloodline, a fey spirit sent to guard your life until the moment a careless utterance alters the course of a nation, or a being from Shadowfell you caught feeding on your misery and bound to your service.

Guardian Expanded Spells

Your patron allows you choose from an expanded list of spells whenever you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Absorb Elements, Sanctuary
2nd Arcane Lock , Arcanist's Magic Aura
3rd Blink, Nondetection
4th Death Ward, Freedom of Movement
5th Hallow , Legend Lore

Baleful Champion

Starting at 1st level, as an action, you can expend a spell slot or mystic arcanum use to summon a shadowy guardian for 1 hour or until you lose concentration. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. You choose the stat block and form of the Guardian from the choices available based on the level of the spell slot or mystic arcanum use you expend. Expending a first level spell allows you to choose between the Skeleton or Zombie stat blocks. If expend a spell slot or arcanum use of 2nd level or higher, the Guardian assumes the stat block of a spirit summoned by

Minimum Spell Slot Level Stat Block
1st Skeleton, Zombie
2nd Bestial spirit
3rd Fey spirit, Shadow spirit, Undead spirit
4th Abberant spirit, Construct spirit, Elemental spirit
5th Celestrial Spirit
6th Fiendish Spirit

Chains of Destiny

While the Guardian is summoned you gain the following benefits.

  • You may add your charisma modifier as a bonus to concentration checks.

Malevolent Protector

At 6th level, while you are within 30ft of your Guardian and a creature your Guardian can see hits you with an attack, the Guardian can use its reaction to reduce the damage you take by 1d10 + your proficiency bonus (to a minimum of 0 damage).

While your Guardian is summoned you may add a bonus equal to your proficiency score all concentration checks.

Obsessive Embrace

At 10th level, when you activate your Baleful Guardian feature you gain you gain 5 temporary hit points per level of the spell slot extended. As long as you have these temp hit points damage can’t break concentration to maintain your Baleful Guardian.

Wrath of the Steward

Starting at 14th level, the wrath of your Guardian becomes a truly terrible thing to behold. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Baleful Champion as if you spent a 9th-level mystic arcanum. The Guardian appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The Guardian lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

 

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