Warlock
Base Class: Warlock

The playstyle is a  combination of a smartphones main uses: Communication, Information, and Entertainment. The playstyle lets the warlock shine in and out of combat, with charms able to turn enemies against another, and charms able to get a leg up in social situations. This Warlock is meant to be the face of the party, rivaling even the bard. The smartphone itself can be the patron, or it can contact a multitude of patrons. This Subclass is made for settings where smartphones would not exist, but could be customized to be implemented in a more modern setting. 

Expanded Spell List

The Influencer 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

Command, Identify

2nd

Augury, Locate Object

3rd

Clairvoyance, Sending

4th

Confusion, Locate Creature

5th

Legend Lore, Commune

Instant Messenger

Starting at 1st level, as an action you can write a willing creature's name into your box, adding them to your contacts list

As an action, you can cast the message cantrip, targeting a creature on your contacts list as long as you are on the same plane of existence and they are concious

At level 6, you can target up to 5 creatures with the same message and all must be on your contacts list. The replies will be heard by everyone contacted

Picture Box

Starting at level 1, when casting a spell, any material component that costs 100 gp or less can be substituted by your box. It will simply present an image of the object instead.

Knowledge of Sakil Shahare

Starting at level 6, when you take a long rest, you can watch videos on a certain topic on your box for an hour. You can pick a skill, saving throw, tool, or vehicle to temporarily gain proficiency in. If you already have proficiency, you can add half your proficiency modifier (rounded down) to the skill instead. You can have up to 2 skill bonuses at a time. This number increases to 3 at 10th level and 4 at 16th level.

Recognizable Work

Starting at 10th level, you can implant a memory in a creatures mind. Choose a number of creatures equal to your proficienct bonus within 60 feet. They will instantly recognize you from a memory they have of your work. That work can be whatever you desire, as long as it is physically possible. If a creature is immune to being charmed, they are immune to this effect. For the next 8 hours, the creatures will regard you as a prominent figure in the work you do, and you have advantage on deception checks convincing them of this. After the time is up, they do not remember your feat, but they do not know they were charmed. 

Once you use this feature, you cannot use it again until you finish a long rest

Cancelled

Starting at 14th level, As an action, you can choose one creature within 120 feet. All creatures within 30 feet of the target the with an intellegence score higher than 4 must make a WIS save. On a fail, the creature becomes hostile towards the target, remembering that the target did something horrible. Creatures immune to being charmed are immune to this effect. Hostile creatures will use their actions to attack the target. Hostile creatures can make a WIS save after taking damage and at the end of each of their turns. On a success, the effect ends. 

Once you use this feature, you cannot use it again until you finish a long rest

Previous Versions

Name Date Modified Views Adds Version Actions
7/13/2023 1:07:11 AM
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