Pact of Hope (5e Subclass)
Pact of Hope[edit]
Warlock Subclass
Warlocks of this pact make bargains with deities that represent hope, whether that be the representations of hope, like llamater, Chauntea, and Angharradh these warlocks give hope to any around them and are also like bards, sly, cunning, and beautifully said. Hope warlocks inspire and aid allies alike. Warlocks of hope are usually in good faith of the hope gods and/or align with the "good" alignment.
Spell Level | Spells |
---|---|
1st | Cure Wounds, Heroism |
2nd | aid, Healing Chains, |
3rd | beacon of hope, hypnotic pattern |
4th | aura of purity, 'death ward |
5th | mass cure wounds, wall of light |
Inspire Hope[edit]
When choosing this pact at 1st level, your pact has granted you life magic as well as inspirational magic to give hope to the one's needing it. Whenever you cast a spell on an ally, that ally gain an Inspiration Die, which is a d6.
The die lasts for 10 minutes or until it is consumed. When the ally makes an ability check, attack roll or saving throw, it can use the die and add it to the result.
If the ally is reduced to 0 hit points while it have the die, it can roll it and regain hit points equal to the number rolled. If the creature regains hit points while it have the die, the creature can spend the die and add to the number of hit points restored (which can be done if the creature have hit points restored by the Warlock).
Hopeful Aurs[edit]
At 6th level, your connection to hope allows you to radiate a healing aura around you. Whenever you cast a spell that restores hit points to an ally, the target gains temporary hit points equal to your Charisma modifier (minimum of 1). This feature applies to spells that heal and spells that use your patron’s power to bolster others, such as Cure Wounds or Mass Cure Wounds.
Additionally, you can use your action to project your Hopeful Aura in a 30-foot radius around you for 1 minute. While in the aura, all allies can add a bonus to their attack rolls equal to your Charisma modifier (minimum of +1). You can use this feature once per short or long rest.
Aura of Bravery[edit]
At 10th level, your bond with your patron deepens, allowing you to become a beacon of courage for your allies. You and all allies within 10 feet of you cannot be frightened while you are conscious.
Additionally, as a reaction, you can expend a spell slot of 1st level or higher to cause one ally within 30 feet to automatically succeed a saving throw against being frightened.
Light of the Eternal Flame[edit]
At 14th level, your connection to your patron has matured into a radiant power that allows you to turn the tide of despair and darkness with a single surge of hope. As an action, you can call upon the full power of your patron, flooding your enemies with despair-shattering light. All hostile creatures within a 60-foot radius of you must make a Charisma saving throw (DC 8 + your Charisma modifier + your proficiency bonus).
On a failed save, they are blinded until the end of your next turn and take radiant damage equal to 3d10 + your Charisma modifier. On a successful save, they take half as much damage and are not blinded.
In addition, all allies within range are imbued with hope, gaining temporary hit points equal to the damage caused. Your allies have immunity to the frightened condition while they have these temporary hit points. An ally at 0 hit points also gain 1 hit point, in addition to the gained temporary hit points.
Once you use this feature, you can't do it again until you finish a short or long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses