Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
Quick'n Dirty Templar Warlock would be:Personally, I’d make an Oath of the Templar subclass for paladins and a Sorcerer-King patron for warlocks. If you wanted to do a lot of work, you could make each Sorcerer King a different patron, but I think a single general one would suffice.
1: Templar's Decree
Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.
1: Extra spells
1: Command, *SK specific spell
2: Hold Person, *SK specific spell
3: Wall of Sand, *SK specific spell
4: Blight, *SK specific spell
5: Circle of Power, *SK specific spell
6: City's Enforcer
Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight, Intimidate and Perception skills, and you add double your proficiency bonus to Charisma (Intimidation), Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
10: Sorcerous Scourge
By pulling from your liege, you can cause your opponent's old wounds to resonate anew. Once per turn, when a creature you can see hits a target with an attack roll, you can use your reaction to force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes vulnerable to one of the damage types dealt by the attack. This vulnerability lasts until the end of the target's next turn and affects the damage dealt by the triggering attack.
You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
14: Pillar of Domination
As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns until the start of your next turn. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.
Once you used this feature, you must complete a long rest to use it again.