The Ancient Kings

Long ago great rulers of the lands passed down their powers to the future rulers of their lands, who in return joined the Ancient Kings in watching over the lands. After many years their kingdom fell and they seek those worthy to take up their power to reforge a new kingdom in

their name. Once a new King is made that King may bestow the King's power to those who seek to guard the kingdom from threats inside and out.

Expanded Spell List

The Ancient Kings lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Ancient Kings' Expanded Spells

Spell Level Spells 1st magic missile, shield 2nd spiritual weapon, zone of truth 3rd fireball, lightning bolt 4th freedom of movement, staggering smite 5th banishing smite, geas

King's Armory

At first level, you acquire the necessary training to protect your kingdom. You gain proficiency with medium armor and shields. Additionally when you take this patron, you automatically get your Pact Boon. You are forced to take the Pact of the Blade, pact boon.

PHB pg.107

Kingdom's Step

Starting at 1st level, your patron bestows you the power to blink across the battlefield. You can use your bonus action to throw your pact weapon to a point that you can see within range and teleport to it.

You can use this feature equal to your Charisma modifier (minimum of 1) + Proficency modifier.

Heavy and Two-Handed weapons can be thrown up to 30ft

Regular weapons can be thrown up to 60ft

Light weapons can be thrown up to 90ft.

Advancing Order

Starting at 6th level your pact weapon gains the thrown property (Heavy and Two-Handed weapons can be thrown up to 30ft, Regular weapons can be thrown up to 60ft, Light weapons can be thrown up to 90ft). If your weapon hits its target you may use your Kingdom's Step to appear in a unoccupied space adjacent to your target. If you miss your pact weapon becomes unsummoned.

Kingdom's Wall

Starting at 10th level after using a Kingdom's Step your AC increases by your Charisma modifier until the start of your next turn.

King's Blade

Starting at 14th level when you roll for initiative you may expend a spell slot to summon an etherial copy of yourself to fight. The copy has temporary hit points equal to your current hitpoints and the same gear as you, but can not cast spells or use items. If it were to make a saving throw it uses your saving throw. It shares your initiative and you control it. If the copy takes psychic damage you also take that much. You may use Kingdom's Step to exchange places with your copy.

The copy lasts for 2 minutes or until reduced to 0 hit points.

Making a King's Pact When creating an Ancient Kings warlock you can use these following layouts;

For a Spell focused build, have Charisma as your highest followed by Constitution then Intelligence .

as your highest followed by then . For a Melee focused build, have either Strength or Dexterity as your highest ability followed by Constitution then Charisma

When playing a King's Pact Warlock, it is important to be aware of the battlefield and plan out your combat before rushing into it. Use your Kingdom's Step to traverse the battlefield by closing gaps between the enemy to get into melee combat or creating them for spell slinging and ranged combat.