Warlock
Base Class: Warlock

Tome

Expanded Spell List

The Tome 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.

Tome Expanded Spells
SPELL LEVEL SPELLS
1st Shield, Magic Missile
2nd Web, Enlarge/Reduce
3rd Blink, Fireball
4th Private Sanctum, Polymorph
5th Cloudkill, Arcane Hand

Incomprehensible Tome

When you take this pact you gain the spell book, from a great power. You can summon this tome to your hands as a bonus action, it can count as your Pact of the Tome book of shadows and it can be your arcane focus. If the book is destroyed it reappears at your location during a long rest. You can spend 1 hour studying your tome to cast one of your warlock spells at its lowest level without a spell slot, you can do this a number of times equal to your proficiency bonus.

Cantrip Formulas

During a long rest you can attempt to learn from your tome, you can choose 1 wizard cantrip that you can cast, you can change this at the end of a long rest. 

Unlocked Secrets

At 6th level you make a breakthrough in your book studies. Choose one of the following schools of magic.

Abjuration

Once per long rest you can cast an Abjuration spell without expending a spell slot. When you do this, you create a small ward, this ward has hit points equal to double your charisma modifier. When you take damage you can cause the ward to take damage instead, if the ward drops to 0 hit points it disappears and you take any remaining damage. Only one ward can be active at a time and it disappears on a long or short rest.

Conjuration

Once per long rest you can cast a Conjuration spell without expending a spell slot. If this spell summons a creature it gains temporary hit points equal to your charisma modifier, if this spell does not summon a creature you can choose to teleport to an area you can see within 15 feet.

Divination

Once per long rest you can cast a Divination spell without expending a spell slot. When you cast this spell you roll a d20, until you take a long or short rest you can replace one creature's roll with the roll of the d20, you must do this before the result of the roll is determined.

Enchantment

Once per long rest you can cast an Enchantment spell without expending a spell slot. When you do this you can choose an additional creature within 15 feet of the target. That creature must make a Wisdom saving throw against your spell save dc or become charmed by you until the end of its next turn. While charmed its speed becomes 0 and it becomes incapacitated, visibly seeming dazed. If it takes damage this condition ends.

Evocation

Once per long rest you can cast an Evocation spell without expending a spell slot. When you cast this spell you can choose 1 creature who is unaffected by the spell, they succeed the saving throw and if they were to take half damage they do not.

Illusion

Once per long rest you can cast an Illusion spell without expending a spell slot. Once the spell is cast you can change the appearance and effects of the spell as an action, you can only do this once and while you can see the illusion.

Necromancy

Once per long rest you can cast a Necromancy spell without expending a spell slot. If this spell, or an effect of the spell, kills a creature you regain hit points equal to twice the spell's level.

Transmutation

Once per long rest you can cast a Transmutation without expending a spell slot. Once you do this you can choose one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver within 30 ft of you and turn it into a different one of those materials for the next 10 minutes. This item must be small or tiny.

Arcane Research

At 10th level you finally gain a true understanding of your tome. You can spend 10 minutes to replace one prepared warlock spell with another. You can do this a number of times equal your charisma modifier.

Forbidden Schools

At 14th level you delve deeper into your tome, learning forbidden and powerful magics. Choose one of the following:

Anti Magic

During a long rest choose 3 spells, you and any creature within 15 feet of you become completely immune to all damage and effects of that spell. If the spell is higher than a level you can cast any creature within your effect, including you, must succeed a wisdom saving throw equal to the spellcasters spell save dc. On a successful save the spell has no effect, on a failed save the spell works as normal.

Binding Magic

Once per long rest as an action you can attempt to bind a creature with a challenge rating lower than or equal to your level in warlock not native to your plane of existence. That creature must make a Wisdom saving throw against your spell save dc, on a failed save the creature becomes bound. While bound the creature cannot leave an area of 120 feet centered on you, any effect allowing the creature, or its soul, to return to its homeplane are disabled and the creature cannot harm you or a number of creatures chosen by you equal to your charisma modifier. If you or a designated creature attack the bound creature it can repeat its saving throw. The effect ends on a long rest or if you use an action to end it.

Blood Magic

Once per long rest as an action you can choose one creature you can see within 30 ft, this creature must have blood. This creature must succeed a constitution saving throw against your spell save dc. On a failed save the creature becomes incapacitated and unable to move, on its turn you can command it, when you command it it loses the incapacitated condition and inability to move until it completes its task. You can command it to do the following.

  • Interact with an object
  • Make one attack
  • Do nothing
  • Use its Movement

At the end of its turn I can repeat the saving throw.

Fate Magic

When a creature makes a saving throw or ability check you can use a reaction to give it advantage or disadvantage, you can do this after the roll is determined and if the creature already had advantage or disadvantage you overrule it. You can do this a number of times equal to your charisma modifier and regain expend uses on a long rest.

Powerword Magic

As an action, once per long rest, you speak a power word, all creatures within 300 feet can hear this word, you then must succeed a dc 15 charisma check for your chosen effect to take place. You can choose one of the following options; 

Command: a creature immediately follows a one word command to the best of its ability, this command must be within the creature's conscious ability (telling a creature to die Might only result in it stabbing itself and commanding it to stop its heart will usually have no effect).

Create: You speak the name of a non magical object of size medium or smaller, it appears within 10 ft of you,

Destroy: You speak the name of a non magical object of size medium or smaller, all instances of that object within 30 ft of you immediately disappear.

Shadow Magic

When you create an illusion or have an illusion active, you can as an action cause the illusion to become semi physical, any creature within the illusion is in difficult terrain, any creatures not within the illusion when it cannot willing take movement into it, creatures have disadvantage on discerning the illusion and as a bonus action you can cause the illusion to deal 2d10 necrotic damage to one creature within 15 feet of the illusion. You can upkeep this effect for 10 minutes and after it ends you need to take a long rest to use it again.

Shaping Magic

Once per long rest as an action you can forcibly shift a creature within 30 feet. This creature must succeed a constitution saving throw against your spell save dc. On a failed save the creature becomes petrified in wood, stone, iron, copper or silver for a number of rounds equal to your charisma modifier. On your next turn as an action you can cause the creature to repeat the saving throw, on a success it is unpetrified. On a failure you can make a modification to the creature, this modification must remove, add or modify a small amount of material and you can only change a creature's size by one. Once unpetrified the modifications last for 1 hour before reverting and the DM determines how they might function.

War Magic

You can add your charisma modifier to any spell or cantrip that deals force damage. As well as this a number of times equal to your charisma modifier you can cause a spell that deals fire, lighting, thunder, acid or cold damage to deal force damage.

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