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The Betrayed

Your patron is a being, such as a spirit, fey, or other powerful entity that suffered a terrible betrayal. Alone and embittered, they now seek to bolster with what power they have left those they believe can help them settle their scores in some way. Your pact with this being empowers you, and grants you skills to ensure you do not befall the same fate that they suffered. Of course, not all of those who make these pacts have themselves been wronged or betrayed, not all seek vengeance of their own. But bitter and vengeful hearts seek kindred spirits, and these entities tend to offer their gifts to those they believe can help them achieve their ends.  

Expanded Spell List

The Betrayed lets you choose from an expended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st sanctuary, longstrider
2nd detect thoughts, see invisibility
3rd blink, remove curse
4th greater invisibility, freedom of movement
5th antilife shell, passwall

Bitter Vigilance

Your patron knows the signs of danger well, and has granted you the power to notice them. At 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.   In addition, you may grant yourself the ability to see all hidden and invisible creatures within 30ft of you as an Action until the end of your next turn.

Mark of the Betrayed

Your body and your mind are your own, and you gain the ability to punish those who would harm them. Starting from 6th level, whenever a creature deals damage to you or forces you to make a saving throw, you may Mark it with your reaction for the next minute.   Once per turn, when you deal damage to a creature you have Marked this way, you deal additional damage equal to 1d6 + your Charisma modifier. Once you use this ability, you may not use it again until you complete a long or short rest.

Marked Instincts

Your control over your Mark grows, turning it into a tool of survival, as well of vengeance. Starting from 10th level, when an enemy bearing your Mark ends their turn within 15 feet of you, you may use your reaction to move up to half your speed, and deal 1d6 + your Charisma modifier Psychic damage to that creature. You gain temporary hit points equal to the damage dealt, and you may not add the damage from your Mark to an attack until the end of your next turn.   You may use this ability twice, and regain all expended uses when you Mark another target.

Vengeful Soul

Your bond with your patron has caused you to embody the vengeance it craves, punishing those who would do you harm. Starting from 14th level, if you roll initiative and you do not have the use of your Mark, you regain the use of it.   Furthermore, when you take damage, you may force the creature you have Marked to make a Wisdom saving throw against your spell save DC. On a failure, it takes half the damage you took, with no other effects. Once you do this, you may not do it again until the start of your next turn.

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