Base Class: Warlock
Your patron is an inscrutable being who traveled the Planes in search of knowledge and secrets, achieving eminence in the process, a student who studied with the greats through the ages, or a Grand Mage, a master in their craft. Regardless of the nature of your patron, you wander the world seeking lore that you can use either to follow in their wake or carve your own path with the tools they gave you.
Expanded Spell List
The Grand Intellect 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.
The Great Intellect
Expanded Spells
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Knowledge becomes Power
Studying an opponent, and seeing through their ruses, feints, and farces, is a useful tool on the battlefield. Observe their behavior long enough one may begin to hypothesize the nature of others in it's likeness.
Starting at 1st level, If you can spend at least a minute observing a creature outside of combat, you can contest a roll of Intelligence verses the targets Charisma. If you succeed, you can use your Intelligence modifier instead of your Strength or Dexterity modifier on attack and damage rolls made against that creature. If you fail, you cannot use this feature against the same creature for 24 hours. Aberrations cannot be the target of this ability due to their unnatural origins.
Starting at 6th level, if you succeed on you Investigation verses a creature, you can apply what you have learn to other creatures that are the same type of creature.
Starting at 10th level, you now have a general idea of what you are looking for. You can now use this feature in combat, as a bonus action.
Starting at 14th level, You have advantage on all rolls against creatures you have studied in this manner, and creatures you have studied in this manner have disadvantage against you.
Well-Read Warrior
At 6th level, when a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, on the next attack you make against that creature you can add 1d6 plus your intelligence modifier to the damage roll, as long as you make it before the end of your next turn. At 10th level, the die become 2d6, and at 14th it becomes 3d6.
Spacial Awareness
Starting at 10th level, as a bonus action or reaction you can teleport up to a distance 10 times your intelligence modifier in feet, to an unoccupied space you can see.
Until your next turn, it is as if you are under the effects of the True Seeing spell, though you can only see out to 10 times your intelligence modifier in feet.
Once you use this feature, you can't use it again until you finish a short or long rest.
Tales from Babel
Starting at 14th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
You gain excess to the Ritual of Seeding: an obscure, forbidden ritual by which a powerful enough mortal can ascend to godhood. The details and requirements of this ritual are up to your Dungeon Master.
Previous Versions
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12/19/2018 9:45:15 AM
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12/21/2018 10:24:39 AM
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12/23/2018 8:26:14 AM
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7/27/2019 8:32:45 PM
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