Warlock
Base Class: Warlock

Your patron is an elder Beholder, an ancient abomination from places far beyond reality. Its vision far eclipses that of mere mortals, allowing it to see into the past, present, and future. As is often the case with their kind, your patron may be misanthropic, with dark or inscrutable goals. However, the power and knowledge it offers render such a pact quite tempting to mortals...

Expanded Spell List

The All-Seer 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.

Fiend Expanded Spells
Spell Level Spells

1st

color spray, detect evil and good

2nd

blindness/deafness, detect thoughts

3rd

blink, clairvoyance

4th

arcane eye, confusion

5th

dominate person, mislead

All-Seeing Eyes

When you take a level in this class, you gain darkvision out to 60 ft. If you already possess darkvision, you gain an additional 30 ft. of darkvision added to that you already possessed. Additionally, you gain advantage on Wisdom (Perception) checks to see through magical illusions.

Baleful Gaze

You conjure a monstrous glowing eye above your head as a Bonus Action, targeting a creature you can see within 60 ft (you can choose a target after rolling to determine the ray's type). The DC for these effects scales with your Spell Save DC. This feature can be used a number of times per long rest equal to your Charisma modifier. Roll 1d10, triggering one of the effects in the table below:

d10

Eye Effect

1

The target must make a Wisdom saving throw or be charmed for one minute. This effect ends if the creature takes damage from you or one of your allies.

2

The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute, or until the creature sustains damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3

The targeted creature must succeed on a Wisdom saving throw or be frightened of you 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.

4

The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5

The targeted creature must succeed on a Wisdom saving throw or fall asleep and remain incapacitated for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

6

The target creature becomes affected by the haste spell until the end of its next turn. The penalty for a haste spell ending is applied as normal.

7

The target creature must make a Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

8

The target creature must make a Constitution saving throw or take radiant damage equal to 1d8 x half your character level and be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

9

The creature must make an Intelligence saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

10

If the target is a creature, it must succeed on a Dexterity saving throw or take force damage equal to 1d8 times your character level. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of
magical force, this ray disintegrates a 10-foot cube of it.

Eyes of the Far Realm

Once per short rest, you can grant yourself uncanny vision, gaining truesight out to 60 ft for 1 minute.

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

Uncanny Resilience

Starting at 10th level, you gain advantage on saving throws against being blinded, charmed, or frightened.

Anti-Magic Cone

Starting at 14th level, you can channel a powerful anti-magic cone from an eye above your head. Using an Action, you can create a glowing eye above your head that projects an anti-magic field in a 60 ft. cone in a direction of your choice. This field mimics the effects of the antimagic field spell. Your spells are also affected by this field, being unable to be cast in that area.

This field lasts for 1 minute while you concentrate on it (as with a spell) or until you choose to dispel it as a Bonus Action. Additionally, on each of your turns you can expend a Bonus Action to change the direction in which the cone points.

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

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2022 3:13:50 AM
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