The Pale Rider - Conquest
Subclase de Warlock
Old World's Might - Subclasses from Old Europe p. 61 (Homebrew)
- Nivel
- 3
Descripción
Empowered by the spirit of conquest, enforce dominion over all before them
"Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, "Come!" I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer" — Revelation, 6:1-2
Theme: This warlock serves a being of dominance and ambition, spreading conquest through magical and martial prowess.
Playstyle: A hybrid of support and control, excelling in empowering allies and subduing foes.
In John's revelation the first horseman rides a white horse, carries a bow, and is given a crown as a figure of conquest, perhaps invoking pestilence, or the Antichrist.
Rasgos
Pale Rider Conquest Spells Nivel 3
The magic of your patron ensures you always have certain spells ready. When you reach a Warlock level specified in the table below, you thereafter always have the listed spells prepared.
Pale Rider Conquest Spells:
| Warlock Level | Spells |
| 3rd | Command, Zephyr Strike, Shield of Faith, Magic Weapon, Hold Person |
| 5th | Crusader's Mantle, Branding Smite |
| 7th | Aura of Purity, Banishment |
| 9th | Geas, Dominate Person |
Commanding Presence Nivel 3
You exude authority in battle. As a Bonus Action, you can target one creature that can hear or see you within 30 feet of you. It must make a Wisdom saving throw against your spell save DC. Failure: obey one command (no action required by you) issued by you until the start of your next turn (e.g., kneel, drop weapons).
Rider's Advance Nivel 6
When you move toward a Hostile creature, your Speed increases by 10 feet and you don't provoke Opportunity Attacks.
Irresistible Authority Nivel 10
You can cast the Dominate Person spell once without expending a spell slot. You regain this ability when you finish a Long Rest.
March of Conquest Nivel 14
As a Magic Action, you create a 30-foot Emanation of an aura of power for 1 minute. Hostile creatures within the Emanation have Disadvantage on saving throws against the Frightened or Charmed condition, while your allies within the Emanation add your Charisma modifier to attack rolls and saving throws. Once you use this feature, you can't use it again until you finish a Long Rest.