Warlock
Base Class: Warlock

You've entered into a pact with the Wandering Citadel, a strange and seemingly sentient fortress, lodged between worlds and filled to the brim with otherworldly beings. Though the roaming and alien structure mystifies scholars and arcanists alike, it nevertheless continues to lure the curious and inquisitive to its halls — and often to their dooms.

As a warlock of the Citadel, you may have been one such curious soul but found a way out through forming a pact with this interplanar enigma; or perhaps you saw visions of it in your dreams and could not help but try to satiate your curiosity.

Expanded Spell List

The Citadel 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.

Citadel Expanded Spells
Spell Level Spells
1st  alarm, identify
2nd   arcane lock, locate object
3rd   glyph of warding, meld into stone
4th   private sanctum, stone shape
5th   legend lore, wall of stone

Knowledge of Aeons

Beginning at 1st level, your patron has filled your mind with ancient knowledge and forgotten secrets. You gain proficiency in the Intelligence (History) skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency. In addition, whenever you spend 1 minute examining a creature or object, you can unerringly identify its exact age.

Defy Ruin

Also at 1st level, you can defy the forces of entropy and destruction, much like the Wandering Citadel. When you or a creature within 30 feet of you that you can see would take damage, you can use your reaction to reduce the damage by an amount equal to half your warlock level rounded up plus your Charisma modifier.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Weight of Eternity

At 6th level, your eldritch magic channels the weight of countless ages. Whenever you use your action to cast a spell using a Pact Magic spell slot, you can use your bonus action to force one of the spell's targets to make a Strength saving throw. On a failed save, its movement speed is reduced to 0 for 1 minute, or until you are incapacitated. A creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.

Eternal Steward

At 10th level, you’ve been bound to eternity. You no longer need to eat, drink or breathe. You also no longer age, and are immune to being magically aged. Finally, whenever you take damage that would reduce you to 0 hit points, you can choose to drop to 1 hit point instead. When you do so, you also gain a number of temporary hit points equal to your warlock level, which last until the beginning of your next turn.

You can use this feature once per long rest.

Lost to the Halls

At 14th level, you can banish creatures to the halls of the Wandering Citadel. As an action, you can force a creature within 60 feet of you that you can see to make a Charisma saving throw. On a failed save, the creature takes psychic damage equal to your warlock level and is banished. On its turn, a banished creature can use its action to make an Intelligence check against your warlock spell save DC. On a failed check, the creature takes psychic damage equal to half your warlock level rounded up and remains banished. On a successful check, the creature reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. A creature that fails three checks becomes permanently stuck in the halls of the citadel.

You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2022 3:34:25 PM
5
0
--
Coming Soon
The Citadel Image

Comments

Posts Quoted:
Reply
Clear All Quotes