Warlock
Base Class: Warlock

Instead of having a supernatural creature as your patron, you ally yourself with a commune of other Warlocks who have successfully rebelled against their former masters, and now use their collective occult knowledge to disrupt their machinations on the mortal world.

Expanded Spell List

The Syndicate 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.

1st Detect Evil and Good, Sanctuary 

2nd Magic Weapon, Locate Object

3rd Glyph of Warding, Nondetection

4th Locate Creature, Mordenkainen's Private Sanctum

5th Hallow, Dispel Evil and Good

Ungoverned Knowledge

At 1st level your membership of the Syndicate grants you access to its records and with it, superior knowledge of extraplanar entities and how to disrupt their plans.

You add your Charisma modifier to Arcana, Religion and History checks.

Liberation of the Mind

At 6th level the Syndicate gives you the knowledge and materials necessary to let you maintain a constant ward against supernatural entities that would seek to subvert your free will.

Choose two from Undead, Fey, Aberration, Fiend, or Celestial.

Creatures of those types have disadvantage on attack rolls against you and you cannot be charmed, frightened or possessed by either.

You may change one or both of the chosen creature types whenever you gain a Warlock level.

No Gods No Masters

At 10th level, the Syndicate not only helps you further shield yourself from supernatural tyrants but also helps you learn how bolster your offensive spells against them.

Choose two from Undead, Fey, Aberration, Fiend or Celestial.

You automatically succeed all saving throws against spells or affects against spells or abilities used by creatures of the chosen types, and those creatures have disadvantage on saves against your spells and abilities.

You may change one or both of the chosen creature types whenever you gain a Warlock level.

¡No pasarán!

You no longer require material components for the Hallow spell

Additionally, When you use a spell that would banish a creature (such as Banishment, Banishing smite or Dispel Evil and Good) on a creature not native to the plane of existence you're on, the creature you banish cannot return to that plane of existence for 1D6 years without use of the Wish spell.

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