Base Class: Warlock
Having a disinclination for physical exertion or effort is not a mortal trait. More often then not, beings of great power, ranging from Gods of the Astral Sea, to the Archdevils of the Nine Hells, to even the Elder Beings that existed before the first forms of life clawed their way from the primordial sludge, simply don't want to put on the "song and dance" of a great and all knowing being. Sometimes, these beings would much rather prefer to shirk their duties and lounge about in comfort. The cause for this can be anything from overworked hours, to uncomfortable attire that their devotees expect to see them in, to simply having being fed up with living the status quo.
Whatever the case may be, warlocks have been known to find themselves in the servitude of patrons that are much more relaxed around them that around anyone else. The patron might view them as someone they can be comfortable with, or even see their warlocks as servants, or pets. As a warlock of this pact, you constantly find that your patron will be much more willing to assist you, when you provide them with the comforts of life, and don't ask them to put forth too much effort. Demanding anything tends to lead to the silent treatment.
Expanded Spell List
The Languid pact 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.
Languid Expanded Spells
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3rd |
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4th |
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5th |
Pure Comfort
Starting at 1st level, your patron bestows upon you the ability to project the comfortable warmth, and the relaxing bliss of their desires. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
You gain 1 additional use of this ability at 5th level, and a second at 9th level.
Enervating Wave
At 6th level, you learn to blanket the battlefield and yourself in a hazy layer of warmth, turning an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Lazy Days
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Just One More
At 14th level, you entreat your patron to grant you a small gift, of just one more spell. As an action, you can ask your patron kindly, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.
Once you use this feature, you can’t use it again until you finish 1d4 long rests.
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