Base Class: Warlock
The Beloved is a patron that seeks to help their warlock see the brighter side of life. The patron may be a deceased loved one, the ghost of an old friend, or a voice that fills the warlock with hope for the future. The Beloved helps their warlock by offering almost constant advice in moral situations, giving their warlock a sense of warmth that helps them throughout their many adventures. All the while, granting the warlock power and a sense of security, so they would hopefully not endure the pain of losing a beloved party member or loved one again. The Beloved sees warlock as more than just a vessel. More than just some mortal in which they grant power. They see them as a beloved friend.
Expanded Spell List
The Beloved 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.
Beloved Expanded Spells
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5th |
Focus
Beginning at 1st level, your patron can calm you in stressful situation. As an action, you can call upon your patron to end the Charmed or Frightened condition on yourself. You can use this feature a number of times equal to your Warlock level divided by 3, with uses resetting after a long rest. At 10th level, you can use this feature as a bonus action.
Old Friend
At 1st level, your patron imbues you with some of the skills they had in life. Cantrips gained with this feature count as warlock cantrips for you but do not count against the total amount of cantrips you know. Choose an option that best represents your Beloved patron:
Mage
You learn the fire bolt, ray of frost, shocking grasp, and acid splash cantrips. You gain proficiency in the Arcana skill if you don't already have it.
Musician
You learn the vicious mockery cantrip. You gain proficiency in two musical instruments and can use a musical instrument you're proficient with as a spellcasting focus.
Outdoorsman
You learn the druidcraft and shillelagh cantrips. you gain proficiency with woodcarver's tools and one other set of artisan's tools.
Priest
You learn the sacred flame and spare the dying cantrips. You also gain proficiency with the Religion skill if you don't already have it.
Scholar
You learn two languages of your choice and gain three skill or tool proficiencies of your choice.
Talented
You gain one feat of your choice and proficiency with one pair of artisans tools or a musical instrument.
Thief
You gain proficiency with one finesse weapon and the Stealth skill. Once per turn, when you hit a creature with a finesse weapon and you have advantage on the roll, you add an additional amount of damage equal to your warlock level.
Warrior
You gain proficiency with two martial weapons of your choice, medium armor, and shields.
Here To Help
Starting at 6th level, you always have your friends back. You can use the Help action as a reaction to seeing an ally making an attack roll or ability check. The ally then gains a bonus to their Armor Class equal to your Charisma modifier (minimum of 1) until the end of their next turn. You can use the Help action this way a number of times equal to your Charisma modifier (minimum of once) and you can't do so again until you finish a long rest.
Additionally, when you use the Help action to aid an ally in combat, the ally only needs to be able to see or hear you for you to Help them.
Empowering Aura
Starting at 10th level, you and your patron emit an aura to keep you allies safe. Your allies cannot be surprised while within 35 feet of you and when you roll for initiative, you and every ally within 35 feet of you gain temporary hit points equal to your warlock level.
Additionally, you can expend a pact magic spell slot as a bonus action to heal every ally within 35 feet of you. An ally regains 1d6 hit points per level of the pact magic slot expended.
Beloved
At 14th level, you learn from your patron as they learn from you. You gain a benefit depending on what type of Beloved patron you chose in the Old Friend feature:
Arcane Aim
If you would miss a spell attack, you can decide to hit instead. This causes the spell to deal an additional amount of damage equal to your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, with uses resetting after a long rest.
Focused Blessing
You gain resistance to radiant and necrotic damage, and you can use your Focus feature to end the charmed or frightened condition on an ally. Doing so heals them for 5d6 hit points.
Intellectual
You gain proficiency with intelligence saving throws, immunity to psychic damage, and truesight to a range of 10 feet. Additionally, you can accurately recall anything you have seen or heard within the past month.
Jack of all Trades
You add half of your proficiency bonus to any skills or saving throws you aren't proficient with.
Musical Magic
You can use an action to play a musical instrument, causing all allies of your choice within 35 feet of you that can hear you to gain advantage on attack rolls and saving throws until the start of your next turn. You can use this ability once per combat.
Additionally, vicious mockery now does an additional amount of damage equal to your Charisma modifier.
Natural Self
You are immune to poison damage and the poisoned condition. You can cast the spells locate animals or plants and barkskin at will.
Sneak Spells
Whenever you add extra damage due to the Thief option, you can expend a pact magic slot to increase the damage done by 2 for each level of the slot expended.
You gain expertise with the stealth skill.
War Magic
When you take the Attack action on your turn, you can attack twice instead of once. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands and you gain a +2 bonus to the damage rolls of all melee weapons. You know the resistance cantrip.
Previous Versions
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11/27/2021 1:47:42 AM
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3/18/2024 2:09:01 AM
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