Warlock
Base Class: Warlock

You have forged a pact with a being that exists beyond reality—a point of convergence where time fractures, space folds, and reality itself is rewritten. This entity is not a god, but a singular event, concept, or intelligence—perhaps the last echo of a dying universe, a collapsed star dreaming of rebirth, or a paradox born from infinite timelines colliding.

Warlocks who follow the Pact of the Singularity become warped reflections of their patron’s impossible nature. They are granted powers that bend perception, erase distance, and tamper with the laws that hold the multiverse together. Time ticks backward. Gravity buckles. Reality stutters.

Singularity Bond

When you forge your pact with the Singularity, you choose one of three aspects—Space, Time, or Reality—which shapes your warlock’s powers. This choice influences features gained at later levels and reflects how the Singularity manifests through you.

• Aspect of Space

You can fold distance with uncanny instinct. When you hit a creature with a spell or weapon attack, you can teleport 10 feet to an unoccupied space you can see. You can do this a number of times equal to your Charisma modifier per long rest.

• Aspect of Time

You perceive instants before they happen. Once per turn, when you roll initiative or make a Dexterity saving throw, you can add your Charisma modifier to the roll. Additionally, you have advantage on checks to determine the exact time, sequence of events, or to detect time-related magic.

• Aspect of Reality

You distort the nature of truth. When you cast a spell of 1st level or higher, you can impose disadvantage on the first saving throw a creature makes against it. You can use this feature a number of times equal to your Charisma modifier per long rest.

Aspect of Reality

You distort the nature of truth. When you cast a spell of 1st level or higher, you can impose disadvantage on the first saving throw a creature makes against it. You can use this feature a number of times equal to your Charisma modifier per long rest.

Aspect of Space

You can fold distance with uncanny instinct. When you hit a creature with a spell or weapon attack, you can teleport 10 feet to an unoccupied space you can see. You can do this a number of times equal to your Charisma modifier per long rest.

Aspect of Time

You perceive instants before they happen. Once per turn, when you miss an attack or make a saving throw, you can add your Charisma modifier to the roll. You can do this a number of times equal to your proficiency bonus.

Additionally, you have advantage on checks to determine the exact time, sequence of events, or to detect time-related magic (i.e History and Arcana)

Singularity Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Singularity Spells table, you thereafter always have the listed spells prepared.

Singularity Spells
Warlock Level Spells
3 Absorb elements, Longstrider, Blur, Locate Object
5 Blink, Haste
7 Banishment, Dimension Door
9 Wall of Force, Teleportation Circle

Singularity Surge

Your bond deepens, allowing you to temporarily rupture the fabric of existence around you. Once per long rest, you can activate a Singularity Surge, gaining one of the following effects based on your aspect:

• Space – Singularity Step

As a bonus action, you teleport to an unoccupied space within 30 feet. Each creature of your choice within 10 feet of that location must succeed on a Strength saving throw (DC = your spell save DC) or take 2d10 force damage and fall prone.

• Time – Delayed Echo

As a reaction when you take damage, you can delay the pain. Until the end of your next turn, you ignore the damage entirely. At the end of that turn, you take the delayed damage plus 2d8 force damage.

• Reality – Fractured Strike

Once per turn when you hit a creature with a weapon or spell attack, you can choose to gain 1 level of exhaustion to deal an additional 3d10 force damage. The exhaustion fades after a short or long rest.

Reality - Fractured Strike

Once per long rest, when you hit a creature with a weapon or spell attack, you can choose to gain 1 level of exhaustion to deal an additional 3d10 force damage. The exhaustion fades after a short or long rest.

Space - Singularity Step

As a bonus action, you teleport to an unoccupied space within 30 feet. Each creature of your choice within 10 feet of that location must succeed on a Strength saving throw (DC = your spell save DC) or take 2d10 force damage and fall prone. You can use this once per long rest.

Time - Delayed Echo

As a reaction when you take damage, you can delay the pain. Until the end of your next turn, you ignore the damage entirely. At the end of that turn, you take the delayed damage plus 2d8 force damage. You can use this once per long rest.

Folded Existence

You exist partially outside of normal space. While you are not incapacitated:

  • Once per turn, when you hit a creature with a spell or weapon attack, that creature cannot benefit from invisibility, resistance, or damage reduction against that damage type until the start of your next turn.
  • You gain resistance to force damage and ignore difficult terrain.
  • Choose one spell you know. You can cast it once per day without expending a spell slot.

Event Horizon

You become a walking singularity of disruption. As an action, you can unleash one of the following effects once per long rest:

• Singularity Pulse

You emit a destabilizing pulse of collapsing space. Each creature of your choice within 30 feet must make a Constitution saving throw. On a failed save, they take 8d8 force damage, are pushed 15 feet, and cannot take reactions until the end of their next turn. On a successful save, they take half damage and are not pushed.

• Singularity Form

You become a being of phase-shifted energy for 1 minute:

  • You gain flight (hover speed 60 ft), resistance to all damage, and can pass through solid objects as if under the etherealness spell (though you remain visible).
  • You can use your bonus action each turn to teleport to any space you can see within 60 feet.
  • While in this form, when you deal force damage, it ignores resistance.

Once you use this feature, you can’t do so again until you finish a long rest.

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