Warlock Patron: The Harbinger

Your patron is a demigod of bloodlust and battle. In a desperate moment, you needed aid, and you found his offer of power appealing. With his every slogan encouraging you to fight, you found yourself compelled to a furious rage. When the battle ended, he vanished--but his influence lingers in both the rage that still boils in your heart and the memories of the atrocities you committed in his name.

If you take the Pact of the Chain, your familiar might be a deadly serpent or a small mechanical warrior. If you take the Pact of the Blade, you might gain a sword that pulses with blood or a dark glaive whose corruption threatens to engulf your body. If you take the Pact of the Tome, you might receive an old battlemage manual with annotations written in blood or a collection of legends describing the boons those in the past have requested of your patron.

Expanded Spell List

The Harbinger 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:

1 st – inflict wounds, wrathful smite

– inflict wounds, wrathful smite 3 rd – branding smite, spiritual weapon

– branding smite, spiritual weapon 5 th – blinding smite, crusader’s mantle

– blinding smite, crusader’s mantle 7 th – confusion, staggering smite

– confusion, staggering smite 9th – cloudkill, destructive wave

Massacre

From 1st level, your patron inspires you to greater ferocity on the battlefield. When you use the Attack option, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Blood Flight

You can use the power provided by your patron to hurl yourself into battle, disrupting those around your landing zone. At 6th level, as an action you can launch yourself up to 30 feet to an unoccupied space you can see. This movement does not provoke attacks of opportunity. Hostile creatures adjacent to your landing space t must make a Strength saving throw against your warlock spell save DC or take bludgeoning damage equal to 10 + your warlock level and be knocked prone. A successful saving throw halves the damage dealt and prevents them from being prone. Once you use this feature, you can't use it again until you finish a short or long rest.

Bloodspring

You can call on your patron to save you even from death. At 10th level, when you would make a death saving throw you can instead spring to your feet, regaining hit points equal to half your maximum. You also gain resistance to damage until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

Blood Pact

The power of your patron augments your attacks even further, sapping life from your foes. At 14th level, when you hit with a melee weapon attack, you can use a bonus action to invoke the Blood Pact, dealing an additional 2d6 necrotic damage and healing yourself for half of the bonus damage dealt. Instead of healing yourself, you can add the amount you would have healed as additional necrotic damage to the attack. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Credit to the Homebrewery for an awesome template.