Base Class: Warlock
You have made a pact with not a individual, but a greater organization that operates in total secrecy. Criminal enterprises, noble families, spy organizations, merchant guilds- all groups that have the influence to sponsor a Warlock's training, offering them artifacts and forbidden knowledge in exchange for their services. While your patron lacks the raw magical power of a traditional one, they make up for it by possessing immense resources, information, and training. Their motivations vary heavily, but for one reason or another they operate from the shadows, and expect the same from their warlocks as they further their own goals in the world.
Expanded Spell List
The Syndicate 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.
Fiend 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 |
Dim Lantern
Starting at 1st level, you’ve learned how to alter the perception of enemies and make them doubt you were ever there. As an action, you can force a number of creatures within 60 feet of you equal to your proficiency bonus to make a Wisdom saving throw against your spell save DC. On a failure, you can choose to inflict one of two effects on anyone who failed:
- Heard Nothing - The creature loses their ability to speak and is deafened for one minute. If the target attempts to cast a spell with a verbal component, they must succeed on the saving throw again or waste that casting of the spell.
- Seen Nothing - The creature perceives the warlock as invisible for one minute. If the warlock targets them with an attack or harmful spell, this effect ends early and the creature takes 1d10 psychic damage.
If any creatures fail this saving throw, you must complete a short or long rest before you can use this ability again.
Defined Variable
As a reaction to someone making a d20 roll within 60 feet, you can change the result of the roll to be 10, regardless of what the die landed on.
You can do this once per long rest, unless you expend a pact slot to do so again.
Blessing of the Family
At 10th level, you’ve received a blessing from your patron that protects you from their rivals. You cannot be perceived by divination magic or magical sensors. Additionally, whenever you take damage equal to or greater than three times your level, you have resistance to that instance of damage.
Cleaning House
Starting at 14th level, An apparition of an organization member appears within view of the battlefield, and calls his mark before hitting every target in an area. As an action, you designate a 20 ft. cube for the Marksman to shoot at. You can choose to make an attack on every creature inside of the cube with your spell attack modifier. Every target you hit takes 7d8+10 force damage.
You can use this ability once per long rest.
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