The Pactbreaker

You made a pact with a powerful being, perhaps one that was beyond your understanding. Whether by your choice or your patron's, your pact is now broken, and your patron no longer actively issues your power. In some cases, your patron may even be spiteful and actively trying to hinder your efforts. Luckily, the issuing of a pact is an eldritch thing beyond the understanding of even the patrons that enter them, and it leaves the humanoid vessel changed. Despite the destruction of your pact, you find yourself imbued with a new and different set of power.

The Pactbreaker replaces the features specific to their former patron with the Pactbreaker features.

Expanded Spell List The Pactbreaker loses previously learned patron spells. However, in order to protect yourself from your former patron and the influence of others, you can choose to learn spells from an expanded list of spells. The following spells are added to the warlock spell list for you and you may choose them to replace any spells lost when your pact was broken or when you gain a level in this class. Pactbreaker Expanded Spells Spell Level Spells 1st detect evil and good, magic missile 2nd arcanist's magic aura, zone of truth 3rd haste, nondetection 4th confusion, freedom of movement 5th dispel evil and good, modify memory

Pact Survivor At 1st level, you acquire the training necessary to effectively defend yourself in battle against your former patron. You gain proficiency with medium armor and shields.

Break the Chains Starting at 1st level, you have learned the harsh truths of being subordinate to a greater power, and your understanding allows you to undermine the authority of higher-powered enemies. As an action, you can cause a creature within 30 feet of you with a challenge rating less than that of one of its allies to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature becomes frightened of the higher CR creature and cannot willingly use its turn to aid the higher CR creature toward its obvious goals, like protecting itself or defeating its enemies. If there are multiple creatures with higher challenge ratings, you may choose the creature to be frightened of. The frightened creature remains so until it takes damage, it uses its turn to succeed on the saving throw, or the higher CR creature is knocked unconscious. Once you use this feature, you can’t use it again until you finish a short or long rest.

Entreat Following Starting at 6th level, you can entreat the servitors of others to become an ally. When you use your Break the Chains feature on a creature of Challenge Rating 1 or lower, you can entreat it to abandon its master and fight as your ally. If the creature fails its save by 5 or more, it turns to your aid and gains temporary hit points equal to half your warlock level, but it does not regain any hit points already lost. Roll a new initiative for the creature, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). If the creature fails the saving throw by 4 or fewer, Break the Chains works as normal, but the creature does not join you. The servitor remains in your service until the end of your next long rest, at which point it sets out on a new life. You may only have one servitor in your service at a time. If you create a new one while you have one in your service, the first makes a new Wisdom Saving Throw against your spell save DC. On a success, it may choose to attack you. On a failure, it is turned.

Independent Mind Beginning at 10th level, your separation from your patron has led to increased self-discovery and mental fortitude. You are resistant to psychic damage. Additionally, as an action on your turn, you can end one effect on yourself that is causing you to be charmed or frightened.