Warlock
Base Class: Warlock

You have made a pact with powers from far beyond the known worlds; the evil stars residing in the far realms. The stars are enigmatic as they are cold-hearted, bestowing their followers with the ability to see and warp the future in exchange for service towards their own inscrutable ends. Star patrons might include the Ebon Hunger Hadar, the Serpent Star Nihal, or the Dream Whisperer Caiphon. 

Expanded Spell List

The Star lets you choose from an expanded list of spells when you learn a warlock spell. The Dunamancy spells found in Explorer's Guide to Wildemount, as well as the spells found below, are added to the warlock spell list for you.

Star Expanded Spells

Fate's Decree

Starting at 1st level, you gain the ability to warp the fates of your foes, bringing misfortune and accelerating their demise. As a bonus action, choose one creature you can see within 60 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. The curse has the following effects:

  • The target suffers a penalty to all attack rolls, ability checks, and saving throws it makes equal to half of your proficiency bonus, rounded up. 
  • Once per turn, when you deal damage to the cursed creature, you may deal an additional 1d6 psychic damage to it. This extra damage increases to 2d6 when you reach 11th level in this class.
  • Whenever you or a creature you can see makes an attack roll against the cursed creature, you may use your reaction to give the attacking creature advantage on that attack. 

You may use this feature a number of times equal to your Charisma modifier (minimum of once), after which you must finish a long rest to use it again. 

Lore of the Void

At 1st level, your patron bestows knowledge of the distant stars upon you. You can speak and read Deep Speech, and have advantage on Intelligence (History) checks made to recall knowledge about aberrations and other phenomena originating from the far realm. 

Stellar Body

At 6th level, the magic of your patron begins to bolster your body and mind. You now have resistance to psychic and necrotic damage, and have advantage on saving throws made against effects that would subject you to the charmed or feared conditions.

Void Shift

Beginning at 6th level, you can invoke the power of your patron to move short distances instantaneously, protecting yourself in the process. As an action, you can teleport yourself plus a number of other willing creatures no greater than your charisma modifier (minimum 0) within 5 feet of you up to 120 feet to a point you can see. When a creature teleports this way, it gains a +5 bonus to its AC until the beginning of your next turn.

After teleporting this way, you must finish a short or long rest before you can do it again. 

At 10th level, you gain the ability to share the consciousness of other creatures. As a bonus action, choose one creature within 60 feet of you that is either willing or currently affected by your Fate's Decree. Until the end of your next turn, you share that creature's senses, and can cast spells as though you were in that creature's space. Your own senses function normally while this feature is in effect. 

Once you use this ability, you must finish a short or long rest before you can use it again. 

Proclamation of Doom

Beginning at 14th level, you have the ability to dramatically increase the potency of your Fate's Decree, spelling certain doom for the affected creature. Whenever you curse a creature using your Fate's Decree ability, you may choose to amplify it, causing it to gain the following effects. 

  • Whenever the cursed creature makes an attack roll or saving throw, you may use your reaction to replace the result of the roll with a 1. You must choose to do so before the creature makes the roll. 
  • The first time you would deal damage to the cursed creature with a spell during each of your turns, the spell does additional damage to the cursed creature equal to your warlock level. 
  • When the cursed creature dies, you gain advantage on all attack rolls, ability checks, and saving throws you make until the end of your next turn. 

No more than one creature can be affected by an amplified fate's decree at a time. Each time you amplify your Fate's Decree this way, your hit point maximum is reduced by 15. You can only use this feature if your hit point maximum is greater than 15. 

Each time you finish a long rest, if your hit point maximum is currently reduced by this feature, your hit point maximum increases by 30. This is the only way a hit point reduction caused by this ability can be ended, and your hit point maximum cannot exceed your original hit point maximum when it's increased this way.  

A creature affected by an amplified Fate's Decree makes a Charisma saving throw at the end of each of their turns. On a success, the Fate's Decree is no longer amplified. The result of the saving throw cannot be altered using this feature. 

Previous Versions

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2/15/2023 7:58:54 AM
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