Base Class: Warlock
Everyone knows that noise pervades the universe. If asked about this noise, most might refer to the sounds of nature, of a bustling city, of music. But there is a near-invisible noise, noise that cannot be seen or heard without specialized equipment, noise that tells the tale of existence, creation, destruction. It is a noise that connects all things allowing warlocks following The Transcendental to view other worlds, lives... Possibilities that might otherwise be unthinkable in their own reality.
For those few brave enough to bind themselves to The Transcendental, this noise is ever present, ever heard, and, for some, it can even overwhelm multiple senses. Most of these warlocks are mad.
But, mad or not, reaching out to access The Transcendental's gifts is not without risk. It can be difficult navigating reality to pull at the power that is your own, and not someone else's.
Transcendental Type
You choose the type of noise you are constantly hearing or determine it randomly, using the Transcendental Type table. You can choose if the noise type is constant (no rerolling on the table even if, for example, the type of music you hear changes) or if the noise type changes. If you choose to have a changing noise type, reroll the D3 after each long rest.
| D3 | Type |
| 1 | Discordant |
| 2 | Harmonic |
| 3 | Cha Cha Cha |
Cha Cha Cha
The noise that is ever present in your life is referred to by many as the "Cha Cha Cha." Warlocks with this noise type are hardly ever still as they move to music that no one but they can hear. These warlocks typically rush to the forefront of a battle, seeking partners in their deadly dance-offs, and are often heard shouting such ridiculous things as, "Let's dance!" while in the midst of battle.
Discordant
Your noise type is Discordant. You are assaulted by a constant barrage of unpleasant sounds and, possibly, sights, that make existence for you excruciating. You share this discordant, chaotic experience with those around you.
Harmonic
The noise that disrupts your existence is a harmonic noise. Most people might consider this noise to be a constant note, as if someone has held down a single key on a piano for too long. But, you know better. A series of subtle fluctuations make up the harmonic frequency that plays forever in your mind. You use your connection to The Transcendental to protect others from the chaos of the universe, disrupting the abilities of enemies, protecting allies, and even bringing the dead back to life... In a manner.
Expanded Spell List
3rd-level Transcendental feature
The Transcendental lets you choose from an expanded list of spells when you learn a warlock spell. The Transcendental Expanded Spells table shows the spells that are added to the warlock spell list for you, along with the spells associated to your specific Noise Type. You can only use spells of a specific Noise Type if you are of that Noise Type:
| Spell Level | Transcendental Spells | Discordant Spells | Harmonic Spells | Musical Spells |
|---|---|---|---|---|
| 1st | Chromatic Orb | Color Spray | Chaotic Balance | Chaotic Smite |
| 2nd | Nystul's Magic Aura | Chaotic Beam | Gentle Repose | Magic Weapon |
| 3rd | Chaosball | Animate Dead | Slow | Chaos Mantle |
| 4th | Polymorph | Confusion | Aura of Life | Compulsion |
| 5th | Geas | Animate Objects | Reincarnate | Chromatic Shield |
Chaotic Certainty
It is difficult for all warlocks following The Transcendental to focus, and pulling at just your thread, at your specific Pact gifts, is near impossible. When you expend one of your Pact spell slots, other realities invariably collide with yours. Roll on the Chaotic Certainty table below. The initiating activity still occurs unless otherwise specified. DCs are based on your Warlock spell save DC.
Chaotic Certainty Table:
| d100 | Effect |
|---|---|
| 1 | You regain all of your expended uses of any and all spell slots. |
| 2 | What's in your pocket? Nothing. Literally nothing. Whatever you had in your pockets is now scattered all over the floor. |
| 3 | In another universe, you aren't actually standing where you're standing. You suffer a teleportation effect and are moved 25ft in a random direction. Roll 1d4 to determine if it's north, south, east, or west. If you end up in an Occupied Space, everything takes 1d10 force damage, and you are shoved to the nearest safe space. |
| 4 | You don't know what you just saw, but it was terrible. You are frightened of everyone and everything for the next 1d4 rounds. |
| 5 | Pillow fight! Pillows rain down from the ceiling, or from within 20ft up if outside. The pillows disappear after being used once. They are magical, improvised weapons that deal Bludgeoning Damage. They deal 1d8 damage at level 1, 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. Creatures can use whatever ability modifier is their highest to determine their attack roll. |
| 6 | You must sing for the next 1d8 rounds anytime you speak, including spell casting. The first round of this, everyone must use their entire movement to dance unless they succeed a WIS saving throw. |
| 7 | One creature within 30ft of you, that is hostile, realizes you were right all along. Roll an amount of dice equal to the amount of nearby enemies to figure out which one. What were you right about? You can't be sure, but you are sure this creature will do whatever you say for one round, expending all their action(s) to do it. The course of action cannot cause the creature immediate harm. This is not a charm effect. If there are no hostile creatures within this range, then ignore this effect. |
| 8 | You start glowing. This lasts for 1d8 hours. You cannot benefit from being invisible during this time. Dispel magic can remove the effect early. |
| 9 | You were a Barbarian in another life. You immediately rage and gain all the effects of a raging Barbarian. The rage ends early by use of a bonus action or if you take no damage or deal no damage by the end of your next turn. |
| 10 | Did you just see a future possibility? You know what the next saving throw is going to be, and will automatically succeed it, no matter how far in the future it occurs. |
| 11 | Roll a 1d3. Refer to the Noise Type table. Whatever you rolled is your Noise Type for the next 24 hours. |
| 12 | Something completely unpredictable occurs. Your GM gets to decide what happens, if anything. Do you instantly win the battle? Do your teeth fall out, only for them to regrow 10 minutes later? Does absolutely nothing extra happen? Who knows! A pact with The Transcendent is fickle and unpredictable, and now your GM is, too, for this one roll! |
| 13 | Roll 2d10. The last creature you attacked, if still alive, gains that many temporary hit points. |
| 14 | Everyone within 15ft of you turns invisible for 1 minute. Taking an action can remove this effect early. |
| 15 | You were a Ranger in another life. A creature of your choosing is immediately put under the effects of the Hunter's Mark spell, as if it were cast by you. |
| 16 | Unbeknownst to you, a childhood archenemy hits the jackpot and wins 1 million gold. If you do not have one, see if any of your party does. Their childhood archenemy gains 1 million gold, instead. Whoever's archenemy gets this gold, you all get notified of this in a letter from their closest relative the very next day. The archenemy cannot be someone that will ever be encountered or interacted with in any way, regardless of how much of an attempt is made. If no one has an archenemy, you stub your pinky toe and must make a DEX saving throw or fall prone. |
| 17 | A 30ft aura of anti-gravity appears. It is centered on you and follows you around for the next 1d10 rounds. |
| 18 | Your cantrips deal an extra dice of damage for the next 1d10 rounds. |
| 19 | For the next 1d4 rounds, you're the enemy of yourself. Anytime you damage another creature, you take the same amount of damage. |
| 20 | You made a sacred oath in another universe. An aura, centered on you, appears, granting you and all allies within 10ft of you a bonus equal to your Charisma modifier (with a minimum bonus of +1). It lasts for 1 minute, regardless of your state of consciousness. |
| 21 | Who smelt it delt it. Whoever the intended target of your use of a Pact Spell slot was, which can be yourself, uses their reaction to let out a very loud, obnoxious smelling, fart. Everyone within 20ft of the target can immediately smell it. |
| 22 | You have disadvantage on your next saving throw. |
| 23 | Grease, as if the Grease spell was cast, suddenly surrounds you and follows you around for the next minute. |
| 24 | Were you... A familiar in one universe? That doesn't seem right. But either way, you are now a familiar. Choose your form. You have the standard stat block of a familiar. You revert back to your normal form if your familiar shape is destroyed, if dispel magic is used, or after 1d10 rounds. |
| 25 | Instead of your intended use of your Pact Spell Slot, a huge flock of birds appears, centered on you. Until the start of your next turn, everything within 30ft of you has total cover as the birds try to flee in a panicked frenzy. |
| 26 | You feel energized with the knowledge of possibilities. You are under the Haste effect for the next 1d10 rounds, without needing concentration. |
| 27 | Were you climbing a mountain in freezing terrain? The air within 30ft of you is ice cold. Everyone within this range must make a CON saving throw or gain a level of exhaustion. You then gain Resistance to cold, or immunity to cold if you already had it, for the next 1d20 hours. |
| 28 | The possibilities help you hone your senses. For this period of time, you have advantage on all perception checks. |
| 29 | You cannot speak for the next 1d10 rounds. If you attempt to, you puke up a slug. It is a foot long. It is wielding a knife. It is hostile. |
| 30 | You were a powerful undead in another universe. Every creature within 30ft of you takes 1d10 necrotic damage. You then receive an equal amount in Healing to the amount of damage done. |
| 31 | You were a Fighter in another life. You can take another action immediately after this one, as if under the effects of Action Surge. |
| 32 | The possibilities make you and your allies within 30ft of you, at time of effect initiation, question reality for the next 24 hours. For this period of time, you all have disadvantage on all perception checks. |
| 33 | You and every creature within 20ft of you can now fly for the next 10 minutes as if under the effects of the Fly spell. |
| 34 | There is a version of you that is an Artificer. Once within the next 24 hours, you can use your reaction to add your CHA modifier to the roll of a saving throw or ability check that either you or an ally makes. This must be used before you know the result of the ability check or saving throw. |
| 35 | You gain the ability to cast the Revivify once within the next 24 hours, without using a spell slot or materials. |
| 36 | A music box suddenly appears within 5ft of you. You like the song. The box is beautiful. If it is not destroyed within 1 round of appearing, the music box explodes in a deafening, blinding flash of light and sound. Everyone within 50ft of this box must make a CON saving throw or take 2d8 non-magical bludgeoning damage, is stunned for 1 round and is deafened and blinded for 1d4 rounds. |
| 37 | You were a Bard in another life. Give someone 1d8 of inspiration! That someone can be you! Add this amount to the next attack roll, saving throw, or ability check. |
| 38 | A medium sized Carriage suddenly appears and is strapped to your backpack. If not wearing a backpack, a carriage falls onto one of the squares within 5ft of you but does not land anywhere within your square. Roll 1d8 to determine which square. It falls from the height of the ceiling, if indoors, or from 20ft if outside. |
| 39 | The possibilities caused your initiative to come into question. Reroll your initiative and move to that position in the turn order after the end of this round. |
| 40 | The you of a different universe spoke a language you don't know. You now know this language, permanently. Discuss with your GM to figure out what it is. |
| 41 | The you of a different universe spoke a language you've never heard before. This befuddles your brain. You forget how to speak 1 language you know, permanently. You cannot forget the common tongue of your universe. |
| 42 | You witness massive amounts of yourself speaking all kinds of languages. You understand every language as if the Comprehend Languages was cast on you for the next 24 hours. |
| 43 | The endless possibilities are deafening. A 30ft aura of noise surrounds you and follows you around. You can decide what it sounds like and it has no effect on you. Those starting their turn in this aura must make a CON saving throw or take 1d8 non-magical bludgeoning damage and be deafened. Those that succeed take half damage and no other effect. This saving throw must be repeated at the start of each of their turns so long as they remain in the aura. Thunder damage is doubled in this area. The aura lasts for 1 minute. Dispel Magic can remove the effect early. |
| 44 | You saw yourself tossing and turning in another life, unable to sleep. You gain one level of exhaustion. |
| 45 | The possibilities cause confusion. The Confusion spell is cast in a 15ft radius sphere, centered on you, on everyone within this range. |
| 46 | You notice you are just waking up from the most comfortable long rest ever in another universe. You gain every benefit that comes with a long rest (immediately take a long rest). |
| 47 | A random creature appears within 30ft of you, of a similar level to you. Roll 1d14 to determine the type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead). Your GM determines the species and friendliness of the creature. |
| 48 | A version of you was a Druid. You can wildshape, once, within the next 24 hours as a creature appropriate for your current level. |
| 49 | In addition to whatever you used your Pact Spell slot on, you cast Chain Lightning at a 6th spell level, which is sent towards the same target as your initiating use of your Pact Spell slot. This target can be yourself. |
| 50 | A rainbow randomly appears. There is, indeed, a pot of gold at the end of it. You can choose where it appears, but it must be between 20ft-100ft away from you, in any direction. 10,000gp immediately transports into the pockets of the first person that touches it. This gold disappears after 10 minutes. |
| 51 | Were you a Helmed Horror in another life? Because you've got force immunity written all over you. Literally. The words "Force Immune" are written all over your body, in a multitude of languages and all of your current resistances, immunities, and senses get replaced with those a Helmed Horror would have. This effect lasts for the next 1d10 hours. It cannot be dispelled. |
| 52 | What's in your pocket? No, seriously, what's in them? You must spend the next 1d4 rounds using all your action economy to tell everyone within your line of sight what you're carrying. |
| 53 | You no longer need to breathe for the next 1d8 hours. |
| 54 | A loud voice narrates your thoughts for the next minute. This voice can be heard by people up to 100ft away. |
| 55 | You were definitely not a cleric in another life. All allies within 90ft of you lose 1d10 hit points. |
| 56 | You were a Cleric in another life. All allies within 90ft of you gain the benefits of a cure wounds cast at the same level of your Pact Spells. |
| 57 | Were you in the plane of fire? The air within 30ft of you is hotter than the hells. Everyone within this range must make a CON saving throw or gain a point of exhaustion. You then gain resistance to fire, or immunity if you already had it, for the next 1d20 hours. |
| 58 | A fireball accompanies whatever initiated this roll, which is cast at the 3rd spell level. It is sent towards the intended target of the original use of your Pact Spell slot, which can be yourself. |
| 59 | You gain resistance to all damage types. |
| 60 | Your attacks deal 1d4 extra damage per hit, of a type of your choosing, for the next minute. You can choose a different type for each attack. |
| 61 | The you of another universe is starving. You must spend your entire next turn doing everything you possibly can to locate food. |
| 62 | The endless possibilities are not just seen by you, but by your enemies, too. All hostile creatures within 30ft must succeed a WIS saving throw or be frightened of you for the next 1d4 rounds. |
| 63 | You gain vulnerability to all damage types. |
| 64 | You were a Monk in another life. Add your WIS modifier to your current Armor Class for the next minute. |
| 65 | An aura of flower petals surrounds and follows you. Creatures within 30ft of you are showered in flower petals for the next minute. At the start of a turn, each creature within this aura must succeed a DEX saving throw or make their attacks at disadvantage for this turn. |
| 66 | Your attacks deal 1d4 less damage per hit for the next minute. |
| 67 | There's a version of you that dislikes hair. You are now bald. It will grow back someday. |
| 68 | You were a Rogue in another life. Your next attack, no matter how far in the future, gains an extra 3d6 for sneak attack damage. |
| 69 | When was the last time you used the latrine? A sudden urge to use one comes over you. The area within 50ft of you smells strongly of urine for the next 10 minutes. |
| 70 | The last 1d6 creatures you killed, or helped kill, rises as a zombie and hunts you down. No matter how far away you are from them, they will eventually find you and attempt to kill you. |
| 71 | The next use of your Pact Spell slot that does damage does maximum damage. |
| 72 | The possibilities are maddening. The Enemies Abound is cast in a 15ft radius sphere, centered on you, effecting every creature within this range. |
| 73 | A version of you was cursed and cannot read. You now have this curse. A remove curse spell can remove this effect. |
| 74 | For the next hour, you instinctively know if someone is lying. |
| 75 | For the next hour, everyone knows if you're lying as the word "lying" will form above your head, and a telepathic voice will whisper "lying" into everyone's mind who can hear you, in a language the individual can understand. |
| 76 | You can cast Greater Restoration without using a spell slot or components once within the next 24 hours. This ability goes away after this period of time, whether it was used or not. |
| 77 | Creatures have disadvantage on the next spell you cast that requires a saving throw. |
| 78 | Your left sock becomes soaking wet. If you were not previously wearing socks, you are now, and your left sock is soaking wet. |
| 79 | No one is standing where they're supposed to be. Everyone within eyesight must roll 1d20 and move that much feet, rounded up to the nearest 5th. Everyone rolls 1d4 to determine direction: north, south, east, or west. If the creature ends up in an Occupied Space, everything in the space takes 1d10 force damage and the creature(s) is pushed to the nearest safe square. Creatures can make a WIS saving throw to resist the teleportation effect. |
| 80 | You were a Sorcerer in another life. For the next minute, you have advantage on attack rolls from any spell or cantrip you cast. |
| 81 | You begin sneezing uncontrollably for the next minute. You have disadvantage on attack rolls during this time. |
| 82 | You sprout tiny fairy wings from your shoulders. You are under the effect of the Feather Fall spell until they disappear 1d8 days later. |
| 83 | Whose voice is this? It doesn't sound anything like you! Your voice sounds like someone entirely different than you for the next minute. |
| 84 | Music within 90ft of you starts playing. Everyone but you within this range must succeed on a WIS saving throw or use all their movement to dance on their next turn. |
| 85 | You feel a little bit tipsy, as someone might feel if drinking alcohol. You have disadvantage on concentration checks made to maintain a spell. |
| 86 | The you of a different universe was highly skilled at a tool. You have proficiency in this tool for the next 24 hours. Determine with your GM what this tool is. |
| 87 | A you-sized rain cloud appears a few inches above your head. It follows you around for the next minute. It is a dark, depressing, pouring-down-rain, rain cloud. It immediately soaks you and anyone or anything that, even momentarily, enters your square. |
| 88 | The endless possibilities assault your eyes. You are blinded for the next 1d4 rounds. |
| 89 | All of your senses are overwhelmed with possibilities, though the possibilities also bolster you. You are incapacitated for the next 1d4 rounds. You have Resistance to all damage during this time and immunity to all non-magical damage. |
| 90 | You regain 5hp at the start of each of your turns for the next minute. |
| 91 | You cannot get drunk for the next 24 hours. |
| 92 | What was the alternate you doing with all this octopus? The area within 20ft of you becomes difficult terrain, as octopus carcasses litter the ground. Creatures moving through the area must succeed a DEX saving throw or slip and fall prone. |
| 93 | One creature within 30ft of you, that is friendly, realizes you were wrong all along. Roll an amount of dice equal to the amount of nearby friendlies to figure out which one. What were you wrong about? You can't be sure, but you are sure this creature will do whatever it takes to kill you for the next 1d4 rounds. This is not a charm or frightened effect. If there are no friendlies nearby, this effect does not occur. |
| 94 | A version of you was a Wizard. On the next long rest, you can replace one of your known spells with a spell from the wizard spell table that is equal to the level of spell you're replacing. |
| 95 | The possibilities are dazzling. Everyone within 15ft of you must make a CON saving throw or be blinded until the end of your next turn. |
| 96 | The endless possibilities are seen by everyone within 30ft of you, and they are hysterical. Everyone within this range must succeed a WIS saving throw or be under the effects of Tasha's Hideous Laughter. This effect ends immediately if a creature takes damage. |
| 97 | Roll 2d10. You gain this many temporary hit points. |
| 98 | Whoever the last person you attacked was, if they are still alive, gains the benefits of the Enlarge/Reduce, whichever they prefer. |
| 99 | What's in your pocket? A mundane, gold ring appears. It is inscribed with the words, "My Precious." |
| 100 | You are extremely overwhelmed with possibilities. To protect you, everyone, and everything nearby, an anti-magic field, 100ft in radius, appears. Roll a 1d100 to determine how many seconds it lasts. A dispel magic can remove this effect early. If the spell ends early, a Sphere of Annihilation appears until the regularly scheduled end of this effect in an unoccupied space within 30ft of you. You can determine where. This sphere cannot otherwise be controlled under any circumstance. |
Oh No, Not in this Universe
You know there are realities where whatever happens to you, does not happen to other versions of you. All you have to do is reach out, find that reality, and confuse this one with it.
Is the area difficult terrain? Not for you. Did someone just try to stun you? No, actually, they did not. Once per long rest, you can use your reaction to become immune to a specific effect or condition for 1 minute. All other associated damage, conditions, and/or effects still apply. After the minute, if the condition or effect could still be applicable, your character suffers those conditions. For example, if a petrification spell was cast, your character was immune to the effects of petrification for the minute, but still needed to make the saving throws to ensure they did not become petrified after the minute was over and your reality took hold again.
At level 11, you can use this ability twice per long rest.
Chaotic Control
The chaos of uncertainty is no longer in complete control of you. Whenever you initiate a roll on the Chaotic Certainty table, you can choose to not roll the d100 or to roll it with advantage. If you roll with advantage, only one of the rolls will go into effect. You choose which one.
Once you use this feature, you can't do so again until you finish a long rest. At level 20, you can use this ability once per short rest.
Transcendental Shift
Immediately following the resolution of an attack roll, a player can teleport to a location within 30 feet of them. When a player teleports in this way, they gain a number of temporary hit points equal to half their warlock level. They can choose to enter space that is already occupied. If they do so, everything occupying that space, including the warlock, take 1d10 force damage. The warlock is then shunted to the nearest safe, unoccupied space.
You can choose this feature a number of times equal to half proficiency bonus, rounded down, per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/19/2024 12:06:54 AM
|
1
|
0
|
1
|
Coming Soon
|
|
|
10/19/2024 1:37:36 AM
|
5
|
0
|
1.1
|
Coming Soon
|
|
|
10/19/2024 9:29:00 PM
|
1
|
0
|
1.2
|
Coming Soon
|
|
|
10/20/2024 9:00:41 PM
|
2
|
0
|
1.3
|
Coming Soon
|
|
|
11/3/2024 1:48:53 AM
|
5
|
2
|
1.4
|
Coming Soon
|
Comments