Warlock
Base Class: Warlock

You are the Patron of Tharzdun

You serve Tharizdun,  The Chained God. You have been touched by his essence, his power, it flows through you, granting you control over the void and the boundaries between existence and nonexistence. As his warlock, you are not merely a wielder of magic, you are a sentinel of entropy, and a harbinger of the end of all things. The veil between worlds bends to your will, and all that exists trembles at your passage. His whispers creep into your mind like shadows at the edge of light. Through him you see the world as it truly is, fragile, temporary, and meaningless. You carry burden of the touch of entropy, seeing all of existence temporary.

Level 3: Sanctuary

You learn the Sanctuary spell. It counts as a warlock spell for you and doesn’t count against your spells known. You can cast sanctuary using this feature as a bonus action or reaction without expending a spell slot. 

You ward a creature within range. When you cast it this way, choose Wisdom or Charisma. Until the effect ends, creatures that target the warded creature with an attack or harmful effect must succeed on the chosen saving throw against your warlock spell save DC, or the creature must choose a new target otherwise the attack or effect fails.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell/feature ends.

If you cast Sanctuary using a pact magic slot, the creatures make the saving throw with disadvantage.

  • 6th-level: Any creature that fails its saving throw against your sanctuary is Frightened of you until the end of its next turn. Once per short or long rest, you can redirect the triggering attack or effect to another creature within 30 feet of you, if the new target is valid. (Duration: 1 hour)
  • 10th-level: The first time a creature succeeds on its saving throw against your sanctuary on its turn, the triggering attack or effect deals half damage to you, or its effects are reduced at the DM’s discretion. Subsequent attacks or effects from that creature during the same turn are resolved normally. (Duration: Until dismissed)

Spell Save: (DC=8 + Proficiency Bonus + Spell casting modifier) +2 at 6th, and 14th levels. 

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all uses when you finish a Long Rest. 

Level 3: Void Spells

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

Void Spells
Warlock Level Spells
3 Hex, Shield, Silvery Barbs, Sanctuary
5 Haste, Hold Person
7 Counterspell, Dispel Magic
9 Wall of Force, Hold Monster

Level 6: Teleport

As a bonus action, you teleport to an unoccupied space you have seen within a distance up to your fixed/current speed. Alternatively, you can teleport one creature or unattended object you have seen within that range to an unoccupied space you have seen within the same range. An unwilling creature must succeed on a Charisma saving throw against your spell save DC or be teleported.

You can use this feature a number of times equal to half your warlock level (rounded up), and you regain all expended uses when you finish a long rest. You can expend multiple uses at once.

As an action, you place an anchor on a creature, object, or location you can see within 30 feet. You can maintain a number of anchors equal to half your warlock level (rounded up); creating one beyond this limit ends one of your choice. An anchor lasts 24 hours, or you can perform a 1-minute ritual while within 5 feet of it to make it permanent until you dismiss it (no action required).

As an action, you can expend 1 use of this feature to open a portal between you and one anchor within 1 mile. The portals consist of two linked 5-foot spaces and lasts 1 minute or until you dismiss it (no action required). The portal adjusts to allow passage to any creature or object you designate.

  • Starting at 10th level, once on each of your turns, you can use this feature to teleport yourself without expending a use (self only). In addition, when you open a portal to one of your anchors the portal remains open until you dismiss it (no action required), and the portal no longer has a maximum distance.
  • Starting at 14th level, the range of your teleportation becomes twice your walking speed. When you teleport yourself, you can also teleport any number of willing creatures and unattended objects within 10 feet of you, placing them in unoccupied spaces of your choice within 10 feet of your destination.

Level 10: The Unchained

Starting at 10th level, your speed is doubled.

When you use your Teleport feature as a bonus action, you can choose to enter a state of existing outside of everything until the end of your turn. While in this state, you function as if ethereal, though you are not truly ethereal: you are imperceivable, untargetable, and cannot affect or be affected by anything other than yourself unless you choose otherwise. You remain aware of your surroundings and can move to or reappear in any unoccupied space you can see, moving in any direction. The state ends immediately if you take any action other than movement or the use of this feature. At the end of your turn, if you have not moved to another space, you return to your original location. Once you use this feature, you cannot do so again until you finish a short or long rest.

Level 14: A Name Unspoken

You gain:
Greater Deathless Nature. Beginning at 14th level, your connection to your patron grants you the ability to surive within the void you have imperishable resilience. You are immune to all natural and magical deterioration. You require no food, water, or sleep, and you suffer no exhaustion or harm from environmental hazards or exertion. When you would be reduced to 0 hit points, you instead become partly ethereal, stable, and unharmed. While in this state, you cannot act, but you are immune to damage and death. Once per long rest, you may automatically return from this deathless void, regaining half your maximum hit points. When you do so, you gain two levels of exhaustion.


At 14th level, your patron can manifest through you.
partially possession: Once per long rest, your patron may temporarily possess you, granting you the ability to automatically succeed on a saving throw of your choice.
Full possession: The manifestation lasts up to 1 minute and requires concentration, as if concentrating on a spell. You can use this feature once per long rest.
Patron Merging. You may allow your patron to merge with your body, temporarily possessing your mortal form. While merged, your body becomes partially ethereal, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You can see and interact with creatures and objects on the Ethereal Plane, and you gain your patron’s CR, abilities, and statistics, though your own class features and resources remain active.
If you are reduced to 0 hit points while merged, you die immediately, and Greater Deathless Nature does not prevent this death. After this state you gain two levels of exhaustion.

(Patron sheet: Complete DM discretion/adjudication)

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