Warlock
Base Class: Warlock

This particular lord or lady deals more in fey spirits. But a number have escaped to play in the material plane. Your job is too collect them, within special cards he's given you. 

Fey Guidance

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

In addition, your patron gives you three card summons to help you in your mission.

Starting at 1st level, you gain the ability to call forth Fey spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Treant Spirit. The treant spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your warlock level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Quickling Spirit. The quickling spirit is a consummate speed demon, aiding you and your allies with its quick reflexes. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll as the quickling darts into a position to be a distraction for your ally. In addition you and your allies gain an additional 10ft of movement speed, feeling lighter around the spirit.

Dryad Spirit. The dryad spirit lends its protection to those nearby. You and your allies gain advantage on any spell attempting to charm you while within her aura. In addition each creature in the spirits aura when it appears gains a +2 to it's ac, bark crawling up and creating a second protective skin.

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Of Spirits

Beginning at 10th level, you safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn within 30ft of you that creature regains a number of hit points equal to half your druid level.

Faithful Spirits


Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

Comments

Posts Quoted:
Reply
Clear All Quotes