Warlock
Base Class: Warlock

For those with the willpower and time, arcane magic can be a path to great power. Those who ascend to these lofty heights of arcane power are known as Archmages, masters of the weave. So wondrous is their power, and so strange are their goals, these masters of magic will sometimes enlist warlocks to help with, what appear to the Archmage, to be trivial tasks.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

magic missile, shield

2nd

magic weapon, rope trick

3rd

lightning bolt, tiny servant

4th

arcane eye, resilient sphere

5th

arcane hand, wall of force

Arcane Apprentice

Starting at 1st level, they impart to you a mote of their immense arcane ability. Your spellcasting ability for warlock spells and class features becomes Intelligence, and anytime you gain a warlock feature that is Charisma-based, it becomes Intelligence-based for you.

In addition, you gain proficiency in the Arcana skill, and you learn one cantrip of your choice from the Wizard spell list. It counts as a warlock cantrip for you, but doesn't count against your total number of Cantrips Known.

Astral Slip

Beginning at 6th level, when you are hit by an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the triggering attack to miss. You then immediately reappear in an unoccupied space of your choosing within 30 feet of where you disappeared. Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.

Arcane Savant

Starting at 6th level, each time you finish a long rest you can replace one Warlock spell you know of 1st level or higher with another Warlock spell of your choice, much like a Wizard.

Spell Ward

At 10th level, you gain resistance to force damage, and when you are forced to make a saving throw to resist the effects of a spell, you can use your reaction to make an Intelligence saving throw in place of the normal saving throw.

You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Banishing Shunt

Starting at 14th level, when you hit a creature with an attack, you can force them to make a Charisma saving throw in place of dealing damage. On a failed save, the target is instantly transported to a demiplane of your patron's creation for up to 1 minute, or until you lose concentration on this ability. When this feature ends, the banished creature returns to the space that it was previously occupying (or the nearest unoccupied space) and must make an additional Charisma saving throw, taking 5d8 force damage on a failed save. Once you use this feature you must finish a short or long rest before you can use it again.

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