Warlock
Base Class: Warlock

This newfound connection to the Weave via your Patron has opened your eyes to its ways and almost makes you feel holy enlightened, whether this turns you into a pompous jerk, or simply has extended your knowledge on magic as a whole. At times you might feel your eyes gloss over and see the very leylines of magic surrounding you before they vanish...the goddess of crossroads grants you the ability to see all the paths that one may take, but not all the time, nor for free. Warlocks of Hecate are often dismissed in Faerun and the Forgotten Realms for the simple fact that most believe and worship Mystra as the true goddess of magic. Most warlocks of Hecate do not openly express their patrons will and instead rely on cunning and secrets to obtain their and their goddess' goals.

Hecate grants her warlocks abilities that utilize the Weave and the infinite possibilities magic has in practical uses. While some have lost their minds to the intensity of Hecate's power, others relish in it. Hecate grants reprieves for those who struggle, understanding the toll the use and understanding of magic can have on the mortal mind and soul.

While she does not ask for much form her warlocks, often times she will (forcefully) encourage the mortals who dedicate their worship to her on journeys that land them in the thick of magic intense areas of the world. She often asks for sacrifices of knowledge, where her warlocks allow the goddess to glimpse into their knowledge and relish in their joy of discovery and learning.

 

Hecate's Gaze

Starting at 1st Level, your patron gives you the ability to see through her eyes in the world around you.

As an action, you can wield the vision of Hecate, allowing you to see traces of magic in a 30ft circle around you for 10 minutes. These traces must be strong, such as a spell that has been casted within the last 3 hours, a powerful magical creature has walked through the area in the past 3 hours, or a magical item of very rare and higher has been carried (not inside a pocket dimension) through the area in the past 3 hours. Each school of magic appears as a different color (or by discretion of the DM).

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

A Lesson in Magics

Hecate's keen enjoyment of magic and the pursuit of magic is passed onto you.

As an action, you can cast one of the following spells at 4th level:
Gravity Sinkhole
Widogast's Web of Fire
Storm Sphere

This spell does not count against your known spells.

You can upcast this spell to 5th level at Level 8, 6th at Level 12, 7th at Level 16 and 8th at Level 20.

You can’t use this feature again until you finish a long rest.

 

The Mist

Hecate's power is not without cost, and to counteract the toll her blessing has, she grants you the ability of the Mist.

As an action, you can alter the way you and others around you perceive the world and in turn how the world perceives you,  in an effort to keep yourselves grounded in mortal plane.

Once per day you can touch yourself and up to 8 willing beings with an Intelligence of 10 or higher and alter the way you perceive the world and the world perceives you. You can do two of the following;
- Change features of the willing target (Such as hair color, skin color, scars, eye color, etc) but not clothes, height, race, gender or size that last 8 hours or until you or the target dismiss the effect.
- Grant the targets advantage on Investigation checks focusing on sight and perceiving the world around you for 4 hours or until you or the target dismiss the effect.
- Imposes disadvantage on Investigation checks focusing on sight and perceiving the world of anyone within a 5 foot radius of an effected creature (unless that creature is also effected by The Mist). This effect lasts for 1d4 hours or until you or the target dismiss the effect.
- As an action you (but no other targets) can cast Phantasmal Force once per Encounter (Or once per 2 hours out of combat). You have this ability for 12 hours.
- You and target creatures gain advantage for 1d6 hours on Int saving throws for disbelieving illusions (Phantasmal Force) and saves against becoming insane (Feeblemind) or Wisdom saving throws for mind control effects (Charm Person), effects which restrain you by magic (Hold Person, Imprisonment).

Once this ability is used, it cannot be used again until the next dawn.

Light the Way

As a reward to her warlocks for their dedication to their craft, Hecate grants you the abilities to cast spells that emulate her own images of crossroads and means of light.

You can cast Passwall once per long rest without expending a warlock slot.
- The dimensions for your pass wall are 5 feet wide, 8 feet tall and 60 feet long.

Once a day you can summon one of Hecate's torches as an action during combat.
- This torch cant be moved by anyone but you. The torch is considered a 5th level spell for purposes of Dispel Magic and Anti-Magic Field. It can only be put out by magical means (water has no effect).
- You can move the torch 30 ft in any direction once per turn (no action required)
- Whenever allies within a 30 ft radius of your torch makes a spell attack roll or a saving throw against a spell effect, they can roll a d4 and add the number rolled to the attack roll or saving throw.
- The torch lasts for 5 rounds
- If the torch is put out before the 5 rounds are over and it naturally disappears, you can spend one hour in prayer to recover your charge for that day. Roll a 1d20. On a 11 or higher, you recover the charge, and on a 10 or lower nothing happens. You can only do this prayer once per day. You can only use this feature if the torch was put by another magical effect such as Dispel Magic, Anti-Magic field, etc.