Warlock
Base Class: Warlock

Your patron is a being of benevolence, hailing from the pages of folklore long considered mere myth. Carrying many names and depicted in thousands of different ways, your patron has spent their enduring existence discovering the good and bad in all creatures. Stories of old say that your patron was a beacon of immense generosity, kindness, and care, traveling across time to reward those deemed worthy of it's gifts.

In the distant past, The Jolly Old Saint bestowed these gifts personally but now employs surrogates such as yourself to continue the pursuits of the great delivery. Your patron’s surrogates share two heavy burdens; They must keep their patron's existence a secret and they are responsible for extending the spirit of generosity to those they find worthy. You must decide how you will carry these burdens.  

Expanded Spell List

The Jolly Old Saint 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.

Jolly Old Saint Expanded Spells
Spell Level Spells
1st detect evil and good, longstrider
2nd levitate, pass without trace
3rd clairvoyance, tongues
4th fabricate, conjure minor elementals
5th animate objects, modify memory

Saintly Blessings

You have proficiency in an artisan's tool of your choice and you learn the dancing lights cantrip. This counts as a warlock cantrip for you, but does not count against your number of cantrips known.

Spirit of Giving

At 1st level, your patron entrusts you with a pool of gifts that you can bestow on those you deem worthy. The number of gifts available to you equals half of your Warlock level, rounded down (minimum of 1 gift). As a bonus action, you can bestow gifts from your pool in the following ways:

Eldritch Gift. You give the gift of magic to a willing creature that you can see within 30 feet of you. Spending one gift from your pool, you can choose a cantrip from your spell list and allow the creature you choose to cast that cantrip once. At 10th level, you can spend two gifts and allow a creature to cast a 1st-level spell you know once at first level.

Intuitive Gift. You you give the gift of skill to a willing creature that you can see within 30 feet of you. Spending one gift from your pool, you can choose a skill in which you are proficient. The next time the creature you choose makes a check in that skill, they roll with proficiency. At 10th level, you can spend two gifts and allow a creature to roll with expertise.

A creature can only hold one gift at a time and gifts last for one hour or until used. Your pool regains all expended gifts when you finish a long rest.

Spirit of Belief

At 6th level, you have worked for The Jolly Old Saint long enough to understand that not all creatures believe in your patron as you do and some may try to impede your pursuits. You've been granted heightened reflexes to counter these creatures.

If you are not incapacitated, you can't be surprised. Additionally, when a creature holding one of your gifts is attacked by another creature, you can use your reaction to cast a cantrip or spell targeting the attacker.

Spirit of Longevity

At 10th level, your patron takes notice of your hard work and puts steps in place to ensure your long-term service.

You no longer age naturally, your age can not be altered magically in any way, and you have advantage on any saving throw that would result in a level of exhaustion. Additionally, whenever another creature puts one of your gifts to use, you gain temporary hit points equal to 1d6 + your Warlock level.

Spirit of Peace

At 14th level, your patron grants you access to certain memories of the creatures they have encountered in the past. 

As an action, you can draw from your patron's mind a comforting memory belonging to a creature you see within 60 feet. The creature must succeed on a Wisdom saving throw or become charmed by you for 8 hours, happily reliving the memory for the duration. In addition to being unable to harm you, the charmed creature can't attack or harm up to five additional creatures of your choosing for the duration, until you dispel the effect (no action required), or until the charm is removed. If you or any of the additional creatures chosen attack or harm the charmed creature, the charm is broken.

Once you use this feature, you can’t do so again until you finish a long rest and at level 18, a short or long rest.

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