Warlock
Base Class: Warlock

Treat the short description as this description. I changed it in hopes that it would fix an error. Also I have realized That I don’t know if you’re able to access the short description, later I share a link to a Google doc For reasons I explain at the top of that Google dock is the description, if you’re not able to find the short description. Thank you for dealing with my lack of knowledge of DND beyond’s create homebrew section. :)

Mask of Wonder

Mask of Wonder

The mask has two forms, Charm and Torment, as an action the owner can activate one of these forms for the rest of the day and gain the corresponding benefits.

 

The Mask of Charm focuses on deceiving others to your own benefit while the Mask of Torment focuses on relentlessly instilling fear into others.

Mask of Charm

 

Expanded Spell List

The Mask of Charm 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 when you activate the Mask of Charm.

Mask of Charm Expanded Spells

 

Spell Level

Spells

1st

Charm Person, Command

2nd

Detect Thoughts, Calm Emotions

3rd

Fast Friends, Hypnotic Pattern

4th

Charm Monster, Confusion

5th

Dominate Person, Geas

Charming Presence

Starting at 1st level, when another creature attempts to charm you, and you succeed, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

In addition, when you are hit by an attack roll, you can use your reaction to choose a different creature within combat range of the attacker, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you use this ability, you can't do so again until you finish a short or long rest.

Silver Tongued

Starting at 6th level, when you magically influence a creature such as with Friends The creature does not know you did so at the end of the spells duration if it fails an insight check against your deception check.

Additionally when you deal psychic damage you can reroll one damage roll that deals psychic damage.

Master of the Mind

Beginning at 10th level, You are have advantage on saving throws against being charmed or magically controlled.

When you make a successful Charisma or Insight Skill check you have advantage on the next Charisma or Insight Skill check you make to that creature while the mask of charm is activated.

Forced Control

Starting at 14th level, Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success and taking half of 10d10 psychic damage. As an action you can end the effect and deal 10d10 psychic damage to the creature. This ability can be used once per long rest.

Mask of Torment

 

Expanded Spell List

The Mask of Torment 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 when you activate the Mask of Torment.

Mask of Torment Expanded Spells

 

Spell Level

Spells

1st

Cause Fear, Hunter's Mark

2nd

Enthrall, Hold Person

3rd

Fear, Bestow Curse

4th

Dominate Beast, Phantasmal Killer

5th

Dominate Person, Hold Monster

Intimidating Presence

Starting at 1st level

  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn, if you use this on a creature already frightened by you it automatically fails the saving throw.
  • You deal additional psychic damage equal to your proficiency bonus against frightened creatures
  • When another creature attempts to frighten you, and you succeed, you can use your reaction to attempt to  frighten that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute at the end of each of its turn it can make a wisdom saving throw against your spells save dc to remove this condition.

Bonus Proficiency

At 6th level, you gain proficiency with the Intimidation skill, if you already have proficiency you double your proficiency bonus.

Horrifying Criticals

At 6th level, you imbue fear into your strikes

  • Any attack roll you make against a frightened creature is a critical hit on a roll of 19 or 20 on the d20.
  • A critical hit against a target frightens the target if it is not already and reduces their speed to 0

Relentless Dread

At 10th level, as a bonus action you can mark a target that you have damaged, this mark counts as a curse, the target is marked as long as the Mask of Torment is activated, while the target is marked you gain the following benefits while transformed:

  • You gain the bonuses against them as if they were frightened of you
  • You have advantage on Wisdom (Survival) checks to track targeted creatures as well as on Intelligence checks to recall information about such creatures, as an action you can open your senses and a magical path, that is only visible to you, leads you towards your marked target
  • If the target is within 120ft of you, you always know it’s location and it can’t benefit from hiding or invisibility
  • When the target is reduced to 0 hit points you regain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1), and your movement increases by 20ft until the end of your next turn

You can only have one target marked and regain this ability on a short or long rest

Form of Terror

At 14th level, as a bonus action you can transform into a form of terror an amount of times per day equal to your proficiency bonus for up to an hour, you can drop this form at will, while in this form you gain the following benefits:

  • You are immune to being frightened
  • When an enemy misses you with an attack you can use your reaction to move up to your movement and attack that creature
  • When you are reduced to 0 hit points you can at anytime use your reaction to stabilize yourself, gain a hit point, stand up if you choose without spending movement, gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1), and teleport up to 120 feet to the creature that reduced you to 0 hit points. You can use this once per long rest

Also at 14th level you gain advantage against the frightened condition

Really hope you like it :) also since there’s two different expanded spell lists that you can only have one at a time I wasn’t sure the format of dnd beyond would work, and it wasn’t letting me put some of the spells onto those list, one was fast friends, But this way it works.  Again, hope you enjoy!

this is the link of a google doc form if that’s better for you

https://docs.google.com/document/d/1-mOKjlItm_3M4PJ_FoAa9kqP5gF7NiBdaiLmcAlORzY/edit

Filler thing so it works with dnd beyond format

Filler thing so it works with dnd beyond format

Filler thing so it works with dnd beyond format

Filler thing so it works with dnd beyond format

Filler thing so it works with dnd beyond format

Filler thing so it works with dnd beyond format

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