Warlock
Base Class: Warlock

Your patron is a memory brought to immense power. They are more involved with their warlocks personally and usually have only 1 warlock. This can come from a strange cursed book that writes it's thoughts to speak to the warlock, or a haunted mirror containing the patron's mind and image. They have no body, but an undying mind with access to mental power. These are usually the minds of powerful fey lords, devil princes, or ancient aberrations. Their mind is trapped inside a small handheld object that the warlock can carry around: A book, mirror, crystal ball, a small moving painting, etc.

Augur's Energy

You have 1 extra spell slot that belongs to your patron. To use it, you must be holding the item your patron is inside of (book, mirror, crystal ball, etc.) and declare that you are using that spell slot. You must then roll a d20, which cannot be altered. If you roll an 11-20 or higher, you can use that spell slot. If you roll a 1-10, you cannot use that spell slot or any spells for the rest of your turn, but the slot is not expended.

Memory Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Memory Spells table, you thereafter always have the listed spells prepared. The knowledge reserves of the Memory grant you access to a large selection of spells.

Fiend Spells
Warlock Level Spells
3 Charm Person, Dissonant Whispers, Disguise Self, Identify
5 Clairvoyance, Counterspell, Sending
7 Arcane Eye, Banishment, Divination
9 Commune, Dominate Person, Legend Lore

Patron's Charisma

A number of times equal to your proficiency modifier, you can reroll any d20 used for a charisma based ability. This can be a spell, a charisma saving throw, a charisma-based ability check, or something else the DM decides is appropriate. If the reroll is lower than the original roll, it does not expend a use. You may attempt to use this once per round as a bonus action, and you regain all expended uses after a long rest.

Mental Adamant

You have resistance to psychic damage. Additionally, you are immune to the frightened and charmed conditions. You can still feel fear, be tricked, and have headaches, but they cannot be bad enough to cause a condition.

Manifest Patron

As a bonus action, you can manifest and command your patron as a small spectral cloud, which their mind controls. The manifestation has a number of hit points equal to your level and an Armor Class of 10 + your charisma modifier. Their turn takes the use of your bonus action. On their turn, they can fly up to 60 feet (they cannot go more than 60 feet away from the object they are bound to.), and they can attack a creature with 1d20+PB to hit and PB+Charisma Modifier psychic damage. You may also send any attack or spell you make with an Attack action through them while they are active. 

There is no limit to how often you can use and re-manifest the patron.

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