Base Class: Warlock
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Singularity might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Expanded Spell List
The Singularity 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.
Singularity Expanded 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 |
Otherworldly Communication
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you.The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
The distance increases to 60 feet at 6th level and again at 10th level (90 feet) and 14th level (120 feet).
Denial of Service
At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. 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, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Firewall
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Hypermagical Transfer Protocol
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the dark web. The creature disappears and is thrust through a nightmarish landscape of the vilest reaches of the internet. Memes, trolling, and graphic medium terrorize the target.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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8/2/2019 9:28:23 PM
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21
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0
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1.0
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Coming Soon
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