Base Class: Warlock
At the top of his tower, at the end of his festival, you have shaken the hands of Rher Martyr. His burning presence now resides within you, and his feint laughter shall always be heard so long as you draw near, granting you the power of madness and moonlight. Why? That is up to you, but now, only one thing is left for you to do- spread the festivity wherever you go, giving those who lack the confidence to revel in their deepest, darkest desires the means in which to do so.
This pact is offered to participants in the festival that truly stand out, perhaps they went on a massacre the likes of children and men have nightmares about, or maybe instead they used the opportunity to employ some tricks of their own, say to steal power or shape their surroundings. Regardless of specifics, the pact has been drawn, and now its time to party.
This pact is granted by the moon god, Rher Martyr.
Expanded Spell List
1st-level The Moon feature
The Moon 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.
The Moon Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Dissonant Whispers, Disguise Self |
| 2nd | Moonbeam, Alter Self |
| 3rd | Revivify, Bestow Curse |
| 4th | Dominate Beast, Confusion |
| 5th | Modify Memory, Dominate Person |
Mind Over Matter
1st-level The Moon feature
Beginning at 1st level, when you fail a wisdom, intelligence, charisma, or concertation saving throw, you can spend a hit die to turn the roll into a success. When you do so, spend a hit die and take damage equal to the number you roll + your level, and add the number rolled to the saving throw. This damage can not be resisted in any way.
In addition, once per long rest, you may roll a saving throw with advantage.
Better left in the dark
At 6th level, you gain advantage against saving throws that would otherwise inflict the charm or fear condition or any sort of unwilling command.
When any sort of magical effect attempts to read or detect your mind, unwillingly communicate telepathically, or force you (or attempt to detect if you are) to tell the truth, you can use your reaction to deal 1d6 psychic damage per level of the spell that was cast on you and prevent that effect from occurring. If the creature uses a cantrip or a non-level spell, you can roll a 2d6 damage dice.
This feature can be used a number of times equal to 1 + your proficiency bonus.
All Sanity Is But A Memory
At 10th level, your connection with the Moon has deepened enough for you to awaken a glimpse of the festival inside a creature's mind. You learn the spell polymorph, which counts as a warlock spell for you but does not count against the number of spells you know. Additionally, you can cast it once without using a spell slot, and you regain this ability after finishing a long rest.
When you cast the spell in this way, the limitations on what the target's new form can become change. Its stat block changes to that of any monstrosity whose CR rating is equal to or lower than your character's overall level. If the creature's CR is greater than that of its original form, add the amount by which it is greater to its Wisdom save. If it fails, the target's mind is broken for the duration of its transformation, causing it to attack both friend and foe alike. If the monster is of equal or lower CR, the effects of polymorph continue as normal. Regardless, the duration of the transformation becomes a number of turns equal to your Charisma modifier.
You only need to concentrate on the spell if you are turning a creature into one with a higher CR than its original form. If not, the spell loses its concentration requirement.
A creature must have a CR rating to be affected by this ability.
Lambs to the slaughter
Beginning at 14th level, you learn how to weave madness into your more powerful magical effects. When you cast a pact spell at 5th level or above, as a reaction, you can break the minds of everyone you hit. Every creature that takes damage from that spell must make a Wisdom save, with the DC being set at the total damage taken. On a failure, the creature suffers from maddening effects:
- It can't be charmed, frightened, or put to sleep.
- Its movement speed increases by 10 feet.
- It must use its actions and movement on each of its turns to move toward and attack the nearest creature it can see.
An affected creature can make the Wisdom save again every time it attacks a creature that it considered an ally before the spell. The DC is lowered by 5 each time the same creature makes the save.
Previous Versions
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9/9/2023 1:52:31 AM
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2
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2
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Coming Soon
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