Warlock
Base Class: Warlock

The Sphinx

Expanded Spell List

The Sphinx 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.

Sphinx Expanded Spells
Spell Level Spells

1st

detect magic, identify

2nd

zone of truth, kinetic jaunt

3rd

blink, slow

4th

private sanctum, greater invisibility

5th

steel wind strike, magnificent mansion

Glimpses of the Future

Starting at 1st level, your patron protects you from the effects of divination magic and provides arcane guidance. You are immune to any divination spell you do not allow, and magic used to tell whether you are being truthful always determines you are being truthful. In addition, Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage, and Wisdom (Insight) checks you make to ascertain the intentions or sincerity of another creature gain a bonus equal to your charisma modifier.

In addition, you learn the Guidance cantrip, which counts as a warlock spell for you.

Sphinx's Aegis

Starting at 6th level, you gain the ability to slow the perception of time for you or another creature. When you or another creature within 60 feet of you is targeted by an attack or forced to make a saving throw, you can use your reaction to entreat your patron to temporarily slow down the perception of time for the creature, causing the attack roll against the target to have disadvantage or for the target to have advantage on the saving throw it makes. The effect then ends.

You can use this feature a number of times equal to your proficiency bonus.

Eternal Stoic

Starting at 10th level, your body and mind are protected from the ravages of time. You are immune to magical and nonmagical aging, you do not need to breathe, and you do not need food or water. In addition, you are immune to being frightened or charmed.

Time's Castigation

Starting at 14th level, when you hit a target with a weapon or spell attack, you can entreat your patron to speed up the perception of time for that creature. As a result, attack rolls against the target have advantage and the target has disadvantage on saving throws. The effect lasts until the end of your next turn.

On your next turn and subsequent turns, you can use your action to attempt to maintain this effect. The target must pass a wisdom saving throw on which it has advantage or the effect extends until the end of your next turn.

You can use this feature once per short or long rest.

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