Warlock
Base Class: Warlock

You ended up making a pact with an otherworldly humanoid with a goal similar to yours. Cold and calculating, your patron is not a deity in particular, but still a celestial being. Regardless of who they might be, they wear a pair of glasses for one reason or another. You could consider yourself lucky that your patron is one with the same ideals and goals as you, as they are far more inclined to assist you purely so that you may reach the same goal together.

The assistant can be of any other lesser being within celestial ranks you can think of; having been or is a secretary of a higher-up. They are more likely to listen to your words and be of great assistance when necessary, as they have a similar or the same end goal as you do. Together, whatever it is you are out to accomplish, you two will make it to the end.

Your patron will have a specific item that you keep on your person that will act as the eye of them. It can watch and see your every move you make and will emerge from the object in question to assist you when you call for it, even if only briefly. The object can be anything from a pendant, a stone, goggles, a helmet, anything; though it is recommended to pick something light and simple that will always allow the assistant to see what you're doing.

Expanded Spell List

The Assistant 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.

Assistant Expanded Spells

 

Spell Level Spells

Cantrip

frostbite

1st

divine favor, ice knife, detect magic

2nd

branding smite, detect thoughts

3rd

clairvoyance

4th

ice storm, confusion

5th

awaken, modify memory

6th

find the path

9th

foresight

Assisted Strike

Starting at 1st level, when you strike a pose or use the verbal command of your choice, you can summon your assistant to attack an enemy for 1d6 + Charisma modifier radiant damage.

(If you've chosen a verbal command, rename the action to the name of the command you've given it. Should help you remember it!)

Radiating Combat

As you and your assistant move forwards on your journey, the two of you become better at fighting using each other's power.

Starting at 6th level, you can select one new special move to perform with your assistant whilst in combat, pick wisely as this cannot be changed later.

Divine Inspiration

A creature of your choice will be visited by the assistant, and given inspiration. The creature gains advantage for whatever their next roll is unless they already have advantage in what they were rolling for.

Once used, a short rest is required to be able to use this again.

Holy Barrage

You pose and summon your assistant, they lunge forwards for up to 30 feet and unleash a barrage of kicks and punches, dealing 6d6 bludgeoning damage.

Can be used up to 2 times before a short rest is needed.

Piercer

You summon your assistant with whatever pose or command you've chosen for this move. The assistant fires a piercing bolt of radiant energy towards a target of your choice and deals 1d10+2 radiant damage and can hit from up to 60 feet away. Has up to 3 charges before a short rest is needed to refill them.

The Axe

You hold your hand out as your assistant summons a mighty axe within your hand, allowing you to attack a creature for 1d6 + CHA modifier slashing damage. The axe stays in your hand until you and the assistant dispel it for an action and the axe cannot leave your hand by any other means.

Savior

Starting at 10th level, you can choose one saving throw type to have advantage in.

Charisma

You gain an advantage in Charisma saving throws.

Constitution

You gain an advantage in Constitution saving throws.

Dexterity

You gain an advantage in Dexterity saving throws.

Intelligence

You gain an advantage in Intelligence saving throws.

Strength

You gain an advantage in Strength saving throws.

Wisdom

You gain an advantage in Wisdom saving throws.

Ticket to Ride

Starting at 14th level, you can hit a creature with the might of you and your patron combined, you can use this feature to instantly transport the target through a rapidly aging variation of the world in an alternate offshoot timeline, where they will be hurtled through everything including the death of the material plane itself. Though the target cannot physically be harmed by anything happening in it.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a celestial, it takes 5d20 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

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