Warlock
Base Class: Warlock

The plane of Dal Quor is home to a host of creatures called the quori – living embodiments of dream and nightmare. Quori are the power behind the Dreaming Dark, and survive in the mortal world by inhabiting the bodies of physical creatures with the ability to dream, preferably humanoids. Over centuries of time they have meticulously managed to breed forth a bloodline of specially prepared human vessels, called the Inspired, which serve as the optimal host bodies for them.

Expanded Spell List

The Quori 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.

Quori Expanded Spells

Spell Level

Spells

1st

bane, sleep

2nd

calm emotions, alter self

3rd

blink, nondetection

4th

compulsion, phantasmal killer

5th

mislead, geas

Steady Will

Starting at 1st level, you have an innate ability to stay calm in any situation. You are immune to the charmed and frightened conditions, as well as being put to sleep by magical means.

Darksight

At 1st level, darkness does not hinder you. You gain 15 feet of blindsight.

This distance increases by 15 feet at 6th, 10th, and 14th level.

Telepathy

Starting at 6th level, your patron allows you to infiltrate the minds of others with your own thoughts. You gain 100ft of telepathy.

Umbrage Nightmare

Starting at 6th level, you've learned to call upon the fears of your enemies to aid you.

As a reaction to a creature within 120 feet of you casting a spell or making a ranged attack roll, the target creature must make a Wisdom saving throw. If the creature fails, they will instead target a random creature within range. If there are no other creatures within range, the spell or attack is made at disadvantage, and saving throws made against the spell or attack are made at advantage. On a successful roll, the attack goes off as normal. You may use this ability a number of times equal to twice your Charisma modifier per long rest.

In addition, you can touch a creature and cast the dream spell with them as the target without expending a spell slot. You can use this ability a number of times equal to your Charisma modifier.

Possessive Soul

Starting at 10th level, you've gained the ability to fully replace the mind of someone else with your own.

As an action, you can target a creature within 30 feet of you. Both you and the creature must make a Charisma saving throw. If the target creature rolls lower than you, your bodily form becomes ethereal and cannot be interacted with in any way. Your mind transfers into the body of the target creature. At the end of the creature's turns, it can make another Charisma saving throw against your original saving throw outcome. If the target rolls higher than you, you take 1d6 psychic damage. Your mind transfers back to your body once they succeed their saving throw, or after 1 minute, at which point you take 1d6 psychic damage.

A creature that succeeds against this ability is immune to this effect for 24 hours. You can use this ability once per long rest. If the creature succeeds it's initial saving throw, it does not count towards the number of uses left.

Shadow Dance

Beginning at 14th level, you have become one with the shadows.

You can cast the darkness spell as a bonus action once per short rest without expending a spell slot.

In addition, you can use your movement to teleport to an uninhabited space that you can see that is considered darkness. You can teleport twice as much as the movement expended to teleport. You must teleport at least 20ft using this ability.

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