Warlock
Base Class: Warlock

When chosen by this patron, your pact requirement is to never harm any creature except in defense (meaning they must have first attracted you or your party).  You may never initiate combat.

Elderish Interpretation

At first level, your Eldritch blast is altered by the wisdom of the elders and is altered in the following ways.

1. It will act normally on evil aligned creatures.

2. Instead of damage, if will provide points of healing to good aligned creatures

3. It will have no effect on creatures of neutral alignment.

Knowledge if naughty and nice

You have been given access to all spell lists by your patron, with the trust that you will choose goodness. You may learn any spell, except those that cause hitpoint damage due to a spell attack or that require a save to avoid hitpoint damage.

Tools of the Trade

At level 6, you are granted two significant items

1. You received a red quarterstaff with a glass snowglobe on top of it depicting a small cottage in a snowy woodland setting, more commonly known as the north pole.  This staff operates as your spell focus and has 2 features.

A.  If you push the bottom of the staff into the earth, it gains the properties of an immovable rod.  No one but you can move it or remove it.  Additionally as long as you are on the same plane of existence, you can say the command word (Home) 3 times and you and a number of creatures up to your charisma modifier chosen by you, within 30' of you, will be teleported to adjacent spaces encircling your staff. You can also summon the staff to your hand from anywhere on the same plane of existance.

B. When placed in the ground, you and up to 19 guests which you allow, can touch the globe and say the command word (Rest) 3 times to be transported into the tiny cottage within the globe. This cottage is always temperate and cozy with a fire in the fireplace and a table of food which is warm and tasty. It also has plenty of room with accommodations to house up to 20.  (NOTE: You and 19 guests. Also guests do not need to exit the cottage before the pole is removed from the ground.  It is an excellent way to protect and escort commoners or children.)The globe is impervious to all physical and magic attacks short of a wish.  Creatures can look out the cottage windows to see what is happening outside the globe but also may not cast magic from within. (Release) Is the command word to exit the cottage to an adjacent space beside the quarterstaff.

C. The north pole is the only weapon you may weild. It does no damage, however, as an action, you make an attack roll using your charisma modifier to hit. If the strike lands, the target falls into a deep slumber for 10 minutes, as the catnap spell, and it teleported up to 60 feet, to an unoccupied but safe space of your choice. This sleep effects all creatures, even those who do not normally sleep such as elves and warforged.

2. You received a small red pouch which resembles a coin pouch.  This is a duplicate of Santa's well known bag.  It operates as a bag of holding but weighs only 1 lb, regardless of contents.  Additionally the 6" diameter opening will expand to encompass any object, however no living creatures will be admitted into the bag.  It takes an action to remove anything from the bag.  If inverted, nothing will be poured from the bag.  There is a 5% chance anything removed from the bag will be wrapped in colorful paper and ribbons which requires 1 additional action to unwrap before use. (NOTE: You can choose to fail the wrapping roll, as you do work for the great gift giver, you can choose to have a chosen item come out of the sack wrapped and existence.

Whenever you see a child, your bag will magically produce a present for them, brightly wrapped  ant tied with ribbons and bows.  Roll a 1d20.  On a 1-15 they receive a toy. On a 16-18 they receive a puppy or kitten. On a 19 they receive a common to rare magic item. On a 20 they receive a very rare magic item. These items are random or chosen by the DM.

Hand of the Harmless

At level 6, you have grown enough to see that power is not only about pain.  All of your spells are cast as cantrips as long as you do no direct damage.  Meaning you may make no melee, ranged or spell attacks which cause hitpoint damage, nor may you cast a spell which requires a save vs. damage.

If you directly cause hit points damage to any living creatures (undead, and non-sentient constructs such as golems are not included), you will loose the ability to cast spells for 1d4 days and your spells will again require spell slots to cast for an additional 7 days. You will also immediately experience 3 levels of exhaustion which can only be removed by natural means.

The First Noel

At level 10, in addition gaining expertise in performance, you gain the ability to express love and tolerance through the power of your voice. You can choose to sing peace into your surroundings.  You will make a performance check to sing a song of serenity and a number of creatures chosen by you, equal to your Charisma total, in a 10' radius per level, with a CR or level equal to or lower than your performance roll, are charmed and lulled into a serene and happy condition.  No creatures are immune or resistant to this charm. They remain charmed and serene for 1 day. No creatures effected by this gift know they were charmed or remember what happened from the moment you began to sing until the charm ends

Once you use this ability you must wait 1d4 days to use it again.

The Best of Christmas Wishes

At 14th level you also gain the wish spell.  This not count against your spells or mystic arcanums.

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