Base Class: Warlock
This subclass can switch between different patrons abilities at any time, only being able to switch followership on a long rest. The different spells and abilities you get are dependent on the patron you are following at that given moment.
|
Spell |
Warlock Spells |
Athena |
Hermes |
|
1st |
Hex |
Mage Armor |
Expeditious Retreat |
|
2nd |
Mind Spike |
Enhance Ability |
Mirror Image |
|
3rd |
Fly |
Glyph of Warding |
Sending |
|
4th |
Blight |
Banishment(?) |
Confusion |
|
5th |
Synaptic Static |
Hallow |
Mislead |
|
9th |
Wish |
Level 3: Athena's Blessing
Thanks to your connection with the Goddess of Wisdom and War Strategy Athena, when you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Level 3: Gift from the Gods
The magic gifted from the gods flows through you, giving you an innate divine power. As a result, you always have the following list of spells prepared at each given level.
|
Spell Level |
Spells |
|
1st |
Hex |
|
2nd |
Mind Spike |
|
3rd |
Fly |
|
4th |
Blight |
|
5th |
Synaptic Static |
|
9th |
Wish |
On top of this, due to your patron switching abilities, you may also choose one of any available patrons, and gain spells from their respective spell lists as well. The current available patrons include: Athena, Hermes
Athena
This chosen patron is Athena, goddess of wisdom, symbolized by the olive tree, the spear, and the owl. Spells and abilities from Athena are less aggressive in nature, and mostly serve to support and protect the person she has granted power to, as well as those surrounding them.
Spells from Athena include:
|
Spell Level |
Spell |
|
1st |
Mage Armor |
|
2nd |
Enhance Ability |
|
3rd |
Glyph of Warding |
|
4th |
Banishment(?) |
|
5th |
Hallow |
Hermes
This chosen patron is Hermes, messenger of the Gods, as well as the God of swiftness, travel, messengers, and thieves. He is symbolized by his caduceus, the tortoise, and his well known winged helmet and winged sandals.
Spells from Hermes include:
|
Spell Level |
Spell |
|
1st |
Expeditious Retreat |
|
2nd |
Mirror Image |
|
3rd |
Sending |
|
4th |
Confusion |
|
5th |
Mislead |
Level 6: Placeholder
You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Level 10: Placeholder
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14: Placeholder
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
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