Base Class: Warlock
The energy of a creature and the energy of the world are one and the same, and those who understand this connection can harness it for great feats of witchcraft and magic. You have formed your pact with the very world around you, an existence that is more cosmic force than sentient being. Understanding that your being mirrors the great earth about you, you have used this connection to form a deep connection with the natural energies, invoking their power in feats of magic that are as subtle or pronounced as desired by your imagination.
Warlocks who bind themselves to the world find a great sense of peace and tranquility in the powers they exercise. Attracted to the understanding that one's existence is as infinite as their imagination, these warlocks learn to understand the power of kinship, using the concept to bind the energies of object and creature alike to service or some other construct.
Some warlocks use the powers of binding and manipulating they gain to travel or create, seeking glory and happiness wherever the world takes them. Others choose to use their new powers to bind the weak and strong alike to misery and ruin, gaining political and tactical advantages
Expanded Spell List
Being bound to the World Above and Below 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 World Above and Below Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
CovenantCraft
You have learned to bind the energies of living creatures together, strengthening and enhancing them to be greater than the sum of their parts. By performing an 8-hour ritual, you can bind yourself and number of willing creatures equal to your Charisma modifier to a Covenant. If any of these creatures is within 60 feet of each other, they each gain a +1 bonus to AC, attack rolls, damage rolls, and saving throws. Bound creatures can assist with your ritual spell casting, shortening the length of time needed by 1d6 hours or 1d6 minutes if the ritual takes less than 1 hour.
If three or more creatures partake of a Covenant, they generate a flat pool of health equal to their combined character levels. If they are within 30 feet of each other, as an action, they may choose to take health from this pool to heal their own wounds. The pool regains 10 health every hour.
HexCraft
Starting at 6th level, you have learned to bind objects and creatures to your choice of fortune or misfortune. When targeting a creature with a spell that does not deal any initial damage, you may force them to roll a Constitution saving throw. On a failure, they are afflicted with one of the following effect (chosen at random by a d6) until the beginning of your next turn. If the spell is inherently positive, then the effect below becomes positive as well.
- They gain advantage or disadvantage on their next ability check.
- They gain advantage or disadvantage on their next attack.
- They gain advantage or disadvantage on their next saving throw.
- Their speed is doubled, or their speed becomes 0.
- They gain 5 temporary hit points, or take 5 psychic damage.
- They receive a +/- 1 bonus or penalty to their AC.
ThornCraft
At level 10, you have learned to bind your enemies to misery and ruin when you cause them harm. Targets who take damage equal to or greater than your Warlock level from you on your turn must make a Constitution Saving Throw against your spell save DC or suffer the effect of one of your negative HexCraft effects, chosen at random by a d6, until the end of their next turn.
ChainCraft
Starting at 14th level, your binding power has become powerful enough to chain even the toughest of foes, and you have gained the strength to grant your Covenant some of its force. Creatures bound to your covenant can also apply HexCraft effects to enemies if they deal more damage than your Warlock level to a creature.
Any hostile creature afflicted by 3 or more of your negative HexCraft effects at the same time must make a Constitution Saving Throw against your spell save DC. Upon a failure, the HexCraft effects are consumed and the creature is Stunned for 1 minute. The creature may make a Constitution Saving Throw against your spell save DC at the end of each of its turns to remove the condition.
Previous Versions
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6/23/2019 8:17:34 AM
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Coming Soon
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