Warlock
Base Class: Warlock

Your patron is Danu, an exiled archfey, that now rules over a peaceful demiplane as a caring and benevolent mother. As a rite of  passage to adulthood, every young member of Danus people will go on a uncertain journey on the material plane. The end of the journey is different for everyone. While most only travel for a few months, others may be on this journey their whole lifetime. Danu assists her children on this coming of age journey and grants them magical powers to face the evils of the outside world. 

Expanded Spell List

The Archfey 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.

Archfey Expanded Spells
Spell Level Spells

1st

Faerie Fire, Cure Wounds

2nd

Lesser Restoration, Pass Without Trace

3rd

Blink, Leomund's Tiny Hut

4th

Polymorph, Wall of Fire

5th

Mass Cure Wounds, Tree Stride

Song of Rest

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d4 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d6 at 4th level, 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Home Is Where Your Heart Is

Beginning at 6th level, you can create a beacon of light that emits a soothing aura to help restore your allies during a short or long rest. You and any friendly creatures who can see your beacon gains the following benefits:

  • The beacon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Creatures that complete a rest within 120 feet of the beacon can reduce their exhaustion by 1 if they have adequate food and drink. A creature can only benefit from this once per day.
  • Your Song of Rest restores additional hit points equal to your Charisma modifier.

Wayfaring Stranger

Starting at 10th level, your patron prepares you for the ever harder getting journey home. Your walking speed is increased by 10 feet and difficult terrain has no effect on you. You no longer can be restrained or charmed, and your speed can't be reduced by magical means. 

Mark of the Lantern

Starting at 14th level, you can brand your enemies with a powerful mark. As a bonus action, you can target a creature you can see within 30 feet. The target is visibly marked with a glowing sigil for 1 minute or until the mark detonates. The target sheds dim light in a 5-foot radius and can’t become invisible while the mark persists.

The next time the target takes damage from another creature, the mark detonates in searing light. The creature takes 5d6 radiant damage and the creature that caused that damage heals for the same amount.

You must finish a short or long rest before you can use this feature again.

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