Warlock
Base Class: Warlock

You have made a pact with an ancient powerful entity, be it an old God or Goddess, an Archdevil, or a particularly powerful Archfey or Hag (i.e. Titania or Baba Yaga), who is capable to access and manipulate the sources of primal magic in the planes. In contrast with Clerics and Druids, your power and abilities does not come from channelling an aspect of nature, or faith to a particular deity, but rather from the pact made with them.

A Warlock or Witch of the Primal, embodies a more ritualistic and enchanter type of caster. Their magic and abilities have been used for millennia by many, either as a means of healing and protection for those who require it, or for more nefarious purposes, channelling powerful hexes and curses to those who deserve them. Using different amulets, puppets and charms on their person and their environment, they are easily and usually confused with Druids, Shamans or Priests of the Nature Domain

Expanded Spell List

At 1st level, your patron lets you choose from an expanded list of spells when you learn a Warlock level. The Primal Expanded Spells table shows the Primal spells that are added to your Warlock spell list for you, along with the spells associated in the table with your patron's alignment. You do not need to have the samet alignment as your Patron to access the spells in the list.  Example: A neutral-aligned Warlock, whose patron is the Baba Yaga will have access to the "Primal" and "Evil" spells.

Spell Level

Primal

Good

Neutral

Evil

1st

Sleep

Cure Wounds

Tasha's Hideous Laughter

Bane

2nd

Gust of Wind

Calm Emotions

Detect Thoughts

Phantasmal Force

3rd

Speak with Dead

Daylight

Blink

Bestow Curse

4th

Arcane Eye

Mordenkainen's Private Sanctum

Death Ward

Confusion

5th

Hallow

Greater Restoration

Modify Memory

Contagion

Knowledge of the Ancient

Starting at 1st level, you learn to channel your abilities through small amulets and/or charms you create. At the end of a long rest, you can create a number of amulets or charms up to you proficiency bonus. You can only have a number of active amulets equal to your proficiency bonus at a time, if you have a number of amulets equal to your proficiency bonus and you create a new one, one of your already created amulets (your choice) ceases to be active.

In addition, you can use a bonus action to unleash the energy stored in one of the amulets. When you do so, you chose the form in which this energy manifests. You can grant temporary hit points equal to 1d8 + your Warlock/Witch level to the bearer of the amulet. Alternatively, when the bearer of the amulet deals combat damage, they can deal extra damage to a single target equal to 1d8 + your Warlock/Witch level. If the attack or spell deals damage to more than one target, the attacker choses which target receives the extra damage. Once the amulet has been used for one of these abilities, it can't be used until you finish a long rest.

In addition, you can speak, read and write Sylvan. In addition, you gain proficiency with a skill of your choice between Alchemist's Supplies or Herbalism Kit.

Primal Protection

Starting at 6th level, you can enhance the protective properties of an amulet or charm you are wearing. When you make an attack roll, an ability check or a saving throw, you can use your reaction  do roll an additional d20 and choose which d20 is used. You can chose to use this ability after you roll the initial die, but before you know if it succeeds or fails.

Alternatively, when you are attacked, you can use your reaction to roll a d20, and then chose whether the attack uses the attacker's roll or yours.

Using either of these two abilities, destroys the amulet used which crumbles into thin dust. You can't create a new amulet until you finish 1d4 long rests

Hexing focus

Starting at 10th level, you are able to channel your abilities and spells at specific targets through special amulets called Hexing Focus. you can create a number of these focus equal to half your proficiency bonus rounded up. In order to do so, you can spend 50 GP worth of herbs, minerals, animal bones or other spell components, plus an object (piece of cloth or small trinket) or a body part (hair, drops of blood, fingernail...) of an intended target.

As long as you possess a Hexing Focus, you can cast the spell Locate Creature for the intended target of the focus.

Additionally, you know when the target is within 100 ft. of the Hexing Focus. As long as the target is within 100 ft. of the focus, you can cast any spell you are able to cast with a single target aimed at the focus intended target, by performing a 10 min ritual. You can perform this ritual no matter the distance with the Hexing Focus, provided you are in the same plane of existence. If you used a body part of the intended target, you can add your proficiency bonus on top of your normal spellcasting bonus when determining your DC and attack bonus, while using this ability. Once used, you can't use the same Hexing Focus until you finish a long rest.

You can only create one Hexing Focus with a specific intended target, if you create a Hexing Focus for a creature that is already the intended target of another focus, one of your already created Hexing Focus (your choice) ceases to be active. A Hexing Focus has an AC of 5 and 1 HP.

Beguiler of Wills

Starting at 14th level, you can manipulate those who are bonded to you through a Hexing Focus. When an intended target of an intended focus is within 100 ft. of the focus, you can perform a 10 minute ritual to attempt to charm the target, and manipulate its emotions. The intended target must succeed on a Wisdom saving throw against your spell DC, or become charmed by you until dispelled, or until the targets succeeds the saving throw. Additionally, you can choose a basic emotion of the target (love, aggression, fear, pride...), which is mildly increased for as long as the target is charmed. Once the target is charmed, it doesn't need to stay within range of the Hexing Focus to remain charmed.  The target can repeat its saving throw, whenever it receives damage or every 7 days. If the target succeeds a saving throw, or the Hexing Focus is destroyed, the charmed condition ends, and the target is immune to being charmed in this way.

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