Warlock
Base Class: Warlock

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, some dark, unknown corner of the Prime Material Plane, or a place with entirely too much weirdness to make sense.

Your patron's mind can form the world around it in ways that is incomprehensible to mere mortals. Notable entities that might be your patron include the Somnovem, Eldritch Hosts, or even the Beholder Xanathar.

Bonus Spells

At 1st level, you gain the Eldritch Blast cantrip. It counts as a Warlock cantrip for you, but does not count against the number of cantrips you know.

You also get to add additional spells to your spell list, as shown below.

Beholden Spells

Spell Level Spells Added
1st Bane, Sleep
2nd Levitate, Locate Object
3rd Slow, Nondetection
4th Freedom of Movement, Locate Creature
5th Dominate Person, Telekinesis

 

Smite of Rays

At 1st level, when you hit a creature with an attack, you can choose to channel the power of your patron through them, applying one of the effects from the Ray Table at random.

You can do this a number of times equal to your proficiency bonus, and you regain any expended uses after you finish a short or long rest.

Ray Table

d8 Ray
1 Slowing Ray. The target must make a Dexterity saving throw. On a failure, it's speed is halved for 1 minute. In addition, the target cannot take reactions, and it can either take an action or a bonus action on its turn, not both. The target can repeat this saving throw at the end of its turn, ending the effect on itself on a success.
2 Paralyzing Ray. The target must make a Constitution saving throw. On a failure, the target becomes Paralyzed until the end of your next turn.
3 Fear Ray. The target must succeed on a Wisdom saving throw or be Frightened for 1 minute. The target can remake its saving throw at the end of its turn, but must do so with disadvantage if you are within line of sight. On a success, the effect ends.
4 Enervation Ray. The target must make a Constitution saving throw, taking 3d10 necrotic damage on a failure, or half as much on a success.
5 Beguiling Ray. The target must succeed on a Wisdom saving throw or be Charmed by you until the end of your next turn, or until you harm it.
6 Telekinetic Ray. If the target is a creature, it must succeed on a Strength saving throw, or be moved up to 30 ft. in a direction of your choice.
7 Petrification Ray. The target must succeed on a Wisdom saving throw. On a failure, the creature's speed is reduced to 0, and its legs, if any, turn to stone for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8 Sleep Ray. The target must make a Wisdom saving throw. On a failure, it falls Unconscious for 1 minute. It awakens if it takes damage or another creature uses its action to slap it awake. This ray has no effect on Constructs or Undead.

 

Spell Breaker

Starting at 6th level, whenever you cast a spell using a Warlock spell slot, you can also choose to end one spell of your choice on a creature within the range of the spell. If the spell's range is self, then you may treat the spell you end as a spell with a range of "Touch".

The spell you end must be of a level equal to or lower than the level of spell slot you use to cast the spell.

Astral Physique

At 10th level, your mind and body have become more like those of creatures found in the Astral Sea.

You gain a flying speed of 20 ft., and can hover, making you immune to the Prone condition. You gain proficiency in Intelligence saving throws, or another type of saving throw of your choice if you are already proficient.

When you or a friendly creature you can see within 30 ft. of you is forced to make a Charisma, Intelligence, or Wisdom saving throw against a magical effect, you can use your reaction to grant yourself or them Advantage on the saving throw.

Gaze of The Beholden

At 14th level, you are able to provide exceptional power on the battlefield.

You can use your action to shoot three eye rays from the Beholder stat block toward up to three creatures you can see within 120 ft. of you.

Once you use this feature, you cannot use it again until you finish a long rest.

Previous Versions

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12/11/2021 3:39:31 AM
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