Warlock
Base Class: Warlock

"Where there is no beginning and no end, the arcane web stretches into reality, weaving its magic around living and non-living things. Natural powers owe their sources to this endless web of unperceived powers. When we cast spells, we pull power from other realms, such as the elemental chaos, where our simple understanding of chromatic energy originates, or, we pull from different sources, such as conjuring things into existence being a byproduct of using pulling on the threads of arcane web, whereas enchantment is us moving those strings to alter the properties of the perceived world, like a bard plucking the strings of a lute. Does that answer your question, Par' tcha?"

"I think I only have more questions, but I digress, thank you for your precious time, Archangel Uriel, your words help us more then you know."

-Grimoire Regalia

Expanded Spell List

The Reality Weaver 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.

Reality Weaver Expanded Spells
Spell Level Spells

1st

floating disk, mage armor

2nd

find steed, web

3rd

call lightning, create food and water

4th

black tentacles, stoneskin

5th

antilife shell, cloudkill

Reality Thread

Starting at 1st level, your patron bestows upon you the ability to create magical barriers to protect you and your team with. As an action, you can conjure a threaded barrier, choose a point you can see within 50ft, then another point within 10ft of the chosen point. A barrier made of impassable magical energy is conjured between the two points, extending upwards, up to 10ft tall. The barrier lasts for 10 minutes or until it's hit points are reduced to 0. The barrier has hit points equal to half your current hit points, it is immune to psychic damage, and is immediately destroyed by a disintegrate spell. When you create the barrier, you can choose if it is translucent, what color it is, and what command word dispels it.

While the barrier is 5ft tall or lower, creatures behind the barrier are treated as in half cover, while it is more then 5ft tall, creatures behind the barrier are treated as in full cover. You can use this feature a limited number of times per short rest equal to 2 + your charisma modifier. Once the 10 minutes have passed, if a threaded barrier is not destroyed, you may speak the designated command word to unmake the barrier and regain the charge you expended.

Altering Strings

Starting at 6th level, you have become accustomed to the arcane web. As a bonus action you can pull on the threads of reality, causing things around you to alter. As a bonus action, you can change an object you can see that is no larger then 50ft, that is made of material such as wood or metal to become another material such as wool or dirt for 1 minute. You cannot affect items that are magical or are creatures. You can use this feature a limited number of times per short rest equal to your charisma modifier + your proficiency bonus.

Causing a weapon to change into a soft material causes that weapon to have -2 to it's attack and damage rolls. Whereas, causing a weapon to change into a harder material causes that weapon to have +2 to it's attack and damage rolls. A weapon can be chosen to gain the adamantine or silvered properties using this effect. Turning an improvised weapon into a harder material then what it was previously causes it to deal 1d8 of bludgeoning or slashing damage plus your strength or dexterity modifier.

Residual Manifestation

Beginning at 10th level, your patron teaches you how to weave a set of magical sigils from residual magic. When you cast a Conjuration, Abjuration or Enchantment spell using a pact magic spell slot, you gain a magical sigil that has the respective benefits for the next 10 minutes.

Conjuration.
A creation sigil orbits you, while it does so, at end of each of your turns, you can command it to fire at a creature you can see within 50ft, on hit, it deals 1d8 force damage plus your charisma modifier, this is treated as a spell attack.

Abjuration.
A defensive sigil orbits you, while it does so, at the start of each of your turns, you can command it to hover at a point you can see within 50ft. While hovering, it emits a defensive ward within a 10ft radius. Friendly creatures within the radius have a +2 bonus to their AC.

Enchantment.
A charming sigil orbits you, while it does so, as a reaction, when you would be affected by the charmed or frightened conditions, you can cause the sigil to activate, making you immune to that condition for the rest of its duration.

You can only have one of each sigil present at any time. While you have all three sigils, you can dispel the three sigils, ending their effects and draw from their power as an action. Doing so restores a pact magic spell slot. 

Enhanced Threaded Barrier

Starting at 14th level, your patron has shown you how to greatly improve you threaded barrier. When you summon your threaded barrier, you can choose to make it an enhanced barrier. An enhanced barrier has the following properties:

  • It only protects you, changing into an elliptical shape for you to peer through. Choose a direction for it to point when you use this ability, you can change the direction on your turn without expending anything, or you can change the direction as a reaction on another creature's turn.
  • You can fire projectiles through the barrier, when you attack or cast a spell for the first time each turn through the barrier, it summons two bolts of arcane energy, that fly out and hit creatures of your choice within 50ft, dealing 2d8s of force damage + your charisma modifier. The bolts can hit different creatures or the same creatures.
  • You do not gain the benefits of full cover from the barrier, but it does grant you half cover and advantage on saving throws made against spell effects. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2023 3:14:30 PM
9
1
1.12
Coming Soon

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