Base Class: Warlock
Your pact is with more than just one immensely powerful creature, instead it is with a dozen different beings. Like a diplomat, you've learned to negotiate and to borrow the powers of different entities. By forming contracts, you work with these beings that loan you power whether to further their own might or to achieve their own goals. Using this power, you can reach into the weave and into different dimensions to use abilities that don't belong to you. Though you'd be wise to remember to pay your debts for borrowing, and often these must be paid back with interest.
Supreme Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Supreme Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Levitate, Mirror Image, Silent Image, Tasha's Hideous Laughter |
| 5 | Clairvoyance, Hypnotic Pattern |
| 7 | Hallucinatory Terrain, Mordenkainen's Private Sanctum |
| 9 | Rary's Telepathic Bond, Telekinesis |
I've Come To Bargain
Beginning at level 3, you've learned to bargain with powerful creatures, sacrificing a part of yourself to borrow their power for your own use.
You can convince magical beings or beings with abilities (often of higher power than yourself) to offer you aid in a contractual form. You may make contracts with these powers to receive a fraction of their power for your use. When bargaining, make a Persuasion check with a difficulty determined by the DM based on the CR of the creature and its attitude towards you. If you succeed, the creature can offer you something from their stat block such as an ability, a resistance, a sense, or a spell as well as a cost for the ability in Corruption. Below are some examples of what one might gain from a contract.
- A Lich offers the character the Paralyzing Touch ability at the cost of 10 Corruption per use.
- An Erinyes offers the character the Magic Resistance ability at the cost of 5 Corruption per day used.
- A Vampire offers the character Necrotic resistance at the cost of 3 Corruption when the character is hit with Necrotic damage.
- An Arch-Hag offers the character the spell Dimension Door at the cost of 20 Corruption for use.
- An Aboleth offers the character 120ft of Darkvision at the cost of 2 Corruption for every hour spent in the dark.
You may use this borrowed power indefinitely (unless specified through the contract) though every use of the power adds to your Corruption. You can sustain Corruption up to 5x your Warlock level. You naturally cleanse 1 Corruption per Warlock level per long rest. Upon reaching 60% Corruption, you lose 1 maximum Hit Points per 2 Corruption (rounded up) until cleansed. Upon reaching maximum Corruption, something devastating happens to you as evil powers overwhelm you. After which, your Corruption drops to 0. Some examples of what might happen are listed below.
- The character explodes in dark energy, dealing Necrotic Damage to everyone in a 10ft Radius.
- The character's arm suffers from necrosis and rots off over the next week unless restored through Greater Restoration or a similar spell
- The character suffers from a permanent madness effect that induces hallucinations.
- The character's alignment changes to Chaotic Evil
The creature will continue to loan you power so long as you are not working against the creature. The creature also may call upon the character at any time to return the favor often having you complete a short mission.
Master of Space
When you take this class at 3rd level, you have reached into the heavens to strike a deal with the good aligned deities. They have benevolently bestowed some power to you to use at your discretion, so long as you stay off the path of evil.
Through your innate powers, you may communicate with creatures telepathically so long as they are within 60ft and you know where they are within a 5ft cube. You and the target can instantly share words with each other through the link, and the target recognizes you as the creature it is communicating with. The creature understands you only if it knows that language.
Through your borrowed powers, you may cast Shield a number of times equal to your spellcasting modifier. Upon casting Shield, if the attack then misses, you may perform one of these 2 options:
- Portal. Choose a target within 30ft of you. If the attack roll made against you would hit that target, the attacking creature rolls the damage of the attack against it and adds your Charisma modifier. The damage is the same type dealt by the attack.
- Cleanse. Remove Corruption equal to half of your Warlock level.
Upon reaching 60% Corruption, you can not use Portal upon casting Shield. Upon reaching 80% Corruption you cannot benefit from the borrowed powers of this feature.
Master of Mind
At 6th level, you are being recognized by higher powers and a deity of illusions reaches out to you to offer you their powers in exchange for the ability to see through your eyes.
Through your innate powers, your telepathy now reaches 120ft and you can communicate with allied creatures within range without knowing their location. You can also telekinetically lift Tiny objects that are not being worn or carried and as a Bonus Action throw them 30ft, though not with a strength enough to be used as an attack. The object must be within 30ft of you and you must be able to see it.
Through your borrowed powers, you have Advantage on Investigation checks made to see through illusions and invisibility as well as Advantage on Insight checks.
Upon reaching 60% Corruption, you no longer benefit from the borrowed powers of this feature. Upon reaching 80% Corruption, you have Disadvantage on Investigation checks made to see through illusions and invisibility as well as Disadvantage on Insight checks.
Master of Magic
At 10th level, you've spent enough time around the darkness that you've had to learn to cleanse yourself of it, lest you fall prey to it's power.
Your telepathy now reaches up to 1 mile and you can communicate effectively with any target you've seen before or one that you have an object related to so long as they are within range.
Once per Long Rest, you may use a ritual to cleanse yourself of Corruption. By meditating, you can remove 1 Corruption per minute up to an hour. After cleansing yourself, you gain the ability to use Dark Blast as a Bonus Action 3 times.
Dark Blast. Ranged Magic Attack: Spell attack to hit, reach 60ft., one target. Hit: (1 damage for every 4 Corruption cleansed on your previous meditation + your Charisma modifier) Force damage. The target must succeed on a DC 13 Intelligence save or be consumed by corruption. On a failure, the creature is Stunned until the end of its turn.
Master of Time
At 14th level, with your immense power, dangerous and powerful deities have taken notice of you. One such deity of time has reached out to strike a deal. You gain the powers of time itself, but at the cost of your soul when the inevitable happens.
Through your innate abilities, your telepathy can reach anywhere on the same plane as you so long as you've seen the creature or have an object related to them. If you wish to contact another plane, you can roll a d100 and if the result is equal to or less than your Warlock level, you succeed; otherwise, you gain 20% Corruption and you fail to contact the other plane.
Through your borrowed abilities, you no longer age naturally. Additionally, you gain a new ability Time Loop.
Time Loop:
As an action, you can expend any number of Pact magic spell slots of 5th level or higher to create a temporal anomaly, marking a point in time. You and one creature of your choice within 60ft that you can see are temporarily removed from time. This effect lasts for 3 Rounds (18 seconds), during which times stops for you and the chosen creature. You both retain full awareness of the passage of time, but nothing in the word moves or acts.
While within this time loop, you can return to the marked point in time as an action a number of times equal to the spell slots expended. Upon returning to the marked time, the state of everything returns to what it was at that moment (including hit points, spell slots, spell effects, feature usage, and placement) and you and the creature retain all memories of the intervening time.
During this time, if any of these conditions are met, the effect ends and time resumes as normal:
- You or the creature take any action to interact with another creature outside the effect of Time Loop.
- The full 3 Rounds have passed.
- You are rendered unconscious.
After this effect ends, you gain 40% Corruption and 1 level of Exhaustion.
Upon reaching 60% Corruption, you cannot benefit from the Time Loop ability. Upon reaching 80% Corruption, when casting a spell, roll a d6. If the result is a 1, you are Stunned for the remainder of your turn as time stalls for you.
Comments