Warlock
Base Class: Warlock

As much as magical scholars like to deny, there is an inherent magical element to emotion. This pact is built upon the foundation of community and relationship building, and whether the warlock was able to. However, this is dependent upon what kind of community the warlock is from. I'm not sure if you are aware, but there is a significant difference between someone born in a small cottage at the edge of the forest and someone born in the bowels of hell. You, as a warlock bonded with your home so deeply, carry the weight of what your birthplace means to you, and as long as you claim where you come from as your home, then you are bound in perpetuity.

You choose your living environment or choose it randomly, using the Homelife Table

Homelife

D8

Type of Area

1

Wooded (ex; the forest, the jungle, the swamps)

2

Industrial Zones (ex; big cities, big factories, anything highly motorized or manufactured)

3

Empty Biome (ex; the sky, the desert, the tundra)

4

Cold Fronts (ex; the tundra, the mountains, deep caves)

5

Hellish

6

Faewild

7

Ocean, Boat, or Island

8

Drifter

 

Expanded Spell List

At 1st level, you choose from an expanded list of spells when you learn a warlock spell. The Biome Expanded Spells table shows the spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron home’s kind

Homelife Spells

Spell Lv.

Forest/Jungle Spells

City Spells

Desert Spells

Mountain Spells

Hellish Spells

Faerie Spells

Seaborne

Spells

Homeless Spells

1

Entangle

Ray of Sickness

Earth Tremor

Frost Fingers

Wrathful Smite

Magic Missile

Create or Destroy Water

Hunter’s Mark

2

Find Steed

Fortune's Favor

Locate Animals or Plants

Magic Weapon

Aganazzar's Scorcher

Moonbeam

Air Bubble

Beast Sense

3

Plant Growth

Sending

Wind Wall

Haste

Animate Dead

Summon Fey

Tidal Wave

Create Food and Water

4

Grasping Vine

Giant Insect

Sickening Radiance

Gravity Sinkhole

Wall of Fire

Freedom of Movement

Watery Sphere

Death Ward

5

Wrath Of Nature

Teleportation Circle

Scrying

Control Winds

Modify Memory

Dominate Person

Steel Wind Strike

Passwall

6

Transport via Plants

Flesh to Stone

Sunbeam

Investiture of Ice

Chain Lightning

Create Homunculus

Chain Lightning

Heal

7

Draconic Transformation

Simulacrum

Whirlwind

Mordenkainen's Sword

Fire Storm

Tether Essence

Prismatic Spray

Teleport

8

Animal Shapes

Antimagic Field

Sunburst

Earthquake

Abi-Dalzim's Horrid Wilting

Animal Shapes

Control Weather

Mighty Fortress

9

Mass Heal

Shapechange

Ravenous Void

Prismatic Wall

Meteor Swarm

Mass Polymorph

Storm of Vengeance

Invulnerability

Homefield Advantage

At the beginning of each day, you may roll a DC14 Wisdom check. Assuming you beat the DC, you now are able to nullify all difficult or unfamiliar terrain for the day, as magical memory modification spells activate to retroactively accustom you to environments like this back in your home town. However, there are some drawbacks. If you fail the save by 5 or more, the memory spells mutate and diverge, making you reinterpret how you see the terrain now. This effect induces difficult terrain on all surfaces, excluding those you have visited before. Essentially, you are given extreme vertigo the entire day.

Neighborly Charm

At 6 level, you gain the ability to not only be immune to charm effects from unfamiliar individuals (as in, people you’ve met only once), you also gain advantage on all Charisma checks

Mobile Home

At 10 level, you are able to create a pocket dimension. This is your own portable base existing in a 30ft by 30ft square. Twice a day, you are able to pick up this square and relocate your private domicile anywhere you wish, as long as its on the same plane as you. The dimension’s entrance is invisible to those unfamiliar that it exists, and anything stored in there is carried inside even as you move it. However, be notified that only you are able to open it or close it. If a living being is inside there, and you are not, then it cannot escape.

Trip Back

At 14 level, you are able to teleport 3+Wisdom Modifier times a day to the place where you currently call home. When cast, you and 4 other creatures in direct physical contact with you are immediately warped into what is considered home for you, no matter how far away. (This does also include the Mobile Home). However, be warned, as this is a one way trip. If you are carrying an unwilling creature, they must make a Wisdom save against your Charisma with disadvantage, with failing resulting in them teleporting with you.

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