Warlock
Base Class: Warlock

Your patron is an Inner Voice, an abnormal echo in your mind that has grown so powerful that it has developed a personality and power of its own. Only through a balance of domination and submission to this voice can you harness this power. No matter its desires, it strives to protect you, the host, granting you enhanced senses, visions of distant places, and the ability to comprehend a multitude of possibilities. 

Expanded Spell List

The Inner Voice lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Inner Voice Expanded Spells
Spell Level Spells

1st

detect evil and good, identify

2nd

augury, detect thoughts

3rd

clairvoyance, nondetection

4th

divination, locate creature

5th

commune, mislead

Consult the Voice

Starting at 1st level, whenever you cast a spell that requires an offering to a deity, or puts you in contact with a deity, you can treat you patron as that deity and ignore any material components that are not consumed by the spell. 

Guiding Whispers

Starting at 1st level, you have a pool of whisper points that you can use to fuel various abilities. You have a number of whisper points equal to your warlock level, and gain all expended points after finishing a long rest. You start knowing these abilities:

Assess Weaknesses

You spend 1 whisper point to add 1 to an attack roll.

Find Lies

You spend 1 whisper point to make a Wisdom (Insight) check with advantage.

Reveal

You can spend 1 whisper point to sense the location of a specific non-magical object that you name (e.g. the jail cell keys, the diplomat's letter). If it is within 10 feet of you, it glows slightly to you, and you can see it through opaque surfaces. If the object you name does not exist, nothing happens, and the whisper point is expended as normal. 

Combat Warning

Starting at 6th level, you Inner Voice begins to warn you about immediate dangers. When another creature makes an attack against you, you can spend 2 whisper points to impose disadvantage on the roll. 

Alternatively, if you are caught in the area of a spell or effect that forces you to make a saving throw to avoid its effects, such as a red dragon’s fiery breath or a lightning bolt spell, you can spend 3 whisper points to gain advantage on the roll. 

Visions Across Time

Starting at 10th level, you can use whisper points to start a ritual that allows you access to visions of the near past and future. After 1 minute of soft chanting and somatic movement, these visions begin to press in on you for up to 10 minutes. Expend 1 whisper point, and choose past or future:

Past: In a 30 foot radius, you see blurry images of creatures and objects that were in your location in the past hour. You can also hear everything that happens in this radius, and can determine how these images interact. If creatures communicate by means of telepathy, you become aware of it but cannot listen in. You cannot identify any of these images unless conversation reveals their identity. If a creature known to you is named, its image and voice become clear. You can spend 1 whisper point while using this ability to see an additional hour earlier, up to 5 hours. 

Future: The same rules apply as past, except that you look into the future. The visions do not take into account any means by which the events could be altered or prevented.

You are deafened to your original surroundings while using this feature, but can still see them normally. You must maintain concentration during the use of this feature as if you were concentrating on a spell, and you cannot concentrate on spells while using this feature. 

You cannot use this feature again until you finish a long rest. 

Unnatural Comprehension

Starting at 14th level, whenever you or a creature within 30 feet of you makes a roll with advantage or disadvantage, you can expend 4 whisper points to have that die rolled four times. The creature takes the highest or lowest result as appropriate. A creature under this effect cannot roll a critical hit on an attack roll. 

Additionally, you cannot be blinded, deafened, or surprised.

Comments

Posts Quoted:
Reply
Clear All Quotes