Your patron is an unstoppable force, whether a force of nature, a dark entity, or prophesied destroyer. The gifts granted to you by your patron allow you to sow chaos and destruction to prepare the way for the coming storm. Depending on the setting and the state of the world, the apocalypse could be an imminent threat or a distant inevitability, but either way your patron uses you to hasten its arrival to the material world.

EXPANDED SPELL LIST

The Bringer of the Apocalypse 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.

BRINGER OF THE APOCALYPSE EXPANDED SPELL LIST

Spell Level Spells
1st inflict wounds, thunderwave
2nd blindness/deafness, gust of wind
3rd call lightning, slow
4th black tentacles, ice storm
5th cloudkill, insect plague

SIGN OF THE TIMES

At 1st level you learn thaumaturgy as a cantrip. It does not count against your total number of cantrips. When you use the cantrip to serve as a herald for your patron (per your GM's discretion), you gain a charge that you can use to add +1 to any saving throw or skill check. You can choose to expend the charge after seeing the result of the roll, but before the outcome is determined. You can only have one charge at a time.

HOLD NOTHING BACK

At 6th level, when you roll initiative and have no remaining spell slots, your evocation cantrips deal an additional 1d4 force damage.

MAXIMUM ENTROPY

Starting at 10th level, when you cast a spell that forces one or more creature to make a saving throw, you can force all creatures affected to make the saving throw with disadvantage.
Once you use this feature, you can't use it again until you finish a short or long rest.

BEACON OF DESPAIR

Beginning at 14th level, you can grant other creatures a glimpse of the destruction to come. As an action, choose a creature that can see you. That creature is stunned unless it is immune to psychic damage. At the end of its next turn it makes a Wisdom saving throw with a DC equal to your Spell Save DC. On a success, it is no longer stunned, and is frightened by you for 1 minute. On a failure it remains stunned and can repeat the saving throw at the end of its next turn. If the creature fails the saving throw six times in a row, at the start of its next turn it is no longer stunned, and is frightened by you for 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.

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CONTRIBUTORS
Thanks to Matt Conlon, Robert Mongar, Alex Clippinger, and Robert P. Davis for providing me with advice and suggestions during the creation of this subclass.