Warlock
Base Class: Warlock

The Feywild shines with magical potential that is wondrous in its brilliant and terrible beauty. Among the most powerful beings found there are the archfey. These beings are possessed of vast power and majesty.  Not all archfey, however, reveal themselves freely and have withdrawn to the wildest places, where they spend eternity in contemplation. Others are prevented from leaving their refuges by ancient magic that binds them.  The Moonlit Lady is such a creature, prevented from roaming freely and only able to imbue her influence and power to those that seek her hand in love.  To those of her highest affection she grants the chance to win not only her heart but also her hand. Upon these, she bestows her radiance in the hope that her champion will prove worthy.

[This is an attempt to recreate the "Lady of the White Well" fey pact from 4E.  Credit due to the original writers and designers of the subclass in Dragon Magazine #393.  Flavor text derived and sourced to the best of my knowledge under the creative commons license.]

Hex Warrior

[Hidden feature to make proper pact weapon options for Moonlit Champion work correctly in DnDBeyond, will be hidden once "hide in sheet" option functions correctly]

Expanded Spell List

The Moonlit Lady 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.

Moonlit Expanded Spells

Spell Level

Spells

1st

faerie fire, sleep

2nd

calm emotions, moonbeam

3rd

blink, phantom steed

4th

freedom of movement, greater invisibility

5th

telepathic bond, seeming

Moonlit Champion

At 1st level, you can channel your patron's influence to become more effective in battle. You become proficient with martial weapons and apply your Charisma modifier to your armor class.

The influence of your patron also allows you to mystically channel your will through a particular weapon. You can imbue radiant energy onto one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you apply this bonus to a new weapon, but only applies when you are wielding the weapon. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Soul Step

Starting at 1st level, you can vanish in a shimmer of moonlight when you kill or render a creature unconscious. When you reduce a creature to 0 hit points, you can use a bonus action to teleport up to half your movement to an unoccupied space you can see and make a single melee attack to a creature within range.

Radiant Well

Starting at 1st level, your patron bestows upon you the ability to project searing moonlight from your weapon in an aura 10 feet around you. When a creature moves into the aura’s area for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws take radiant damage equal to your proficiency bonus and suffer disadvantage on ability checks.  A creature that succeeds on its saving throw takes half as much damage and does not suffer disadvantage.

Moonlit Escape

Starting at 6th level, you can vanish in a shimmer of moonlight in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to double your movement to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Beguiling Defenses

Starting at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Searing Moonlight

Starting at 10th level, the connection to your patron becomes stronger and allows you to draw more radiant energy through your weapon. The damage of your Radiant Well aura increases by your Charisma modifier and its range increases to 15 feet around you.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

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

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