Base Class: Warlock
You have forged an unspoken pact bond with the arcane force itself, you don't have a specific patron but you are affected by the magical environment around you, if the magic is being disturbed around you, you will have trouble casting, or for a specific example if your using the drakenheim setting and your in the "Haze" your magic may change to do "delirium" damage
Hextech equipment enhancement
Once per short rest you can imbue a weapon you are proficient with, with the arcane giving it advantage to hit/or an extra 1d8 of magical damage
Lvl 5+
In addition to the initial effect.
You can imbue armour/ or a shield with the arcane giving it a plus 3 to the AC, and an additional 1AC for each level level in this class after Lvl 5
This effect lasts until a short rest
If you are not proficient with the armor/sheild, ignore the above and instead become proficient with the armour or sheild until a short rest
Arcane construct embassidor
Magical constructs dont perceive you as a threat unless you attack them, and will not/cannot attack or take hostile actions against you until you do so
At higher levels
Lvl 5+
You gain advantage on non combat rolls against non aggressive (towards you) magical constructs
Arcane stock inventory
Starting at 6th level once per short rest you can imbue items with your arcane force and create an uncommon or lower rairity magical item by doing so.
At higher levels
Lvl10+
Change "uncommon or lower" to "rare or lower"
4d spell scroll enchantment
Starting at 10th level, once per short rest you can destroy a spell scroll and transfer its spell onto another spell scroll as an additional effect/ or even a completely new one depending on the spells being compatible to do so.
At higher levels 14+
Once per long rest, Transfer a spell scrolls effect onto a weapon your proficient with of your choice
This effect is only negated by dispel magic and is lost perminantly, or until you imbue it with the same effect
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
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.When you hit a creature with an attack, you can use this feature to instantly transport the target through the arcane planes. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.magical construct or a full caster class, it takes 10d10 psychic damage.and gain disadvantage on all rolls until a short rest
Once you use this feature, you can’t use it again until you finish a long rest.
At higher levels 19+
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