Warlock
Base Class: Warlock

Your patron is not a being of silence, but a being of pure, expressive performance. It is The Actor Behind the Glass, The Conductor of Echoes, an entity from a conceptual realm where ideas have no substance, but the performance of them creates a perfect, tangible echo. In its realm, a pantomimed wall is just air, but the thud of a fist striking it is a real, audible event. This entity has no voice of its own; it communicates only through the foley of its imagined actions.

Level 3: Audible Motion

Beginning at level 3, your patron has taught you to channel magic not through your voice, but through expressive motion that creates its own sound. Your gestures become your words, creating faint, illusory sounds that mirror the spell's nature—a soft chime for a protective ward, a sharp crackle for a destructive bolt. These phantom echoes carry your magical power.

When you cast a spell that has a Verbal (V) component, you can substitute that component with this special Somatic (S) component. If a spell already has a Somatic (S) component, the gestures of this feature are integrated into that performance. You perform a single, fluid set of motions that satisfies both components simultaneously. If a spell has only a Verbal (V) component, it now requires a Somatic (S) component when you cast it this way. This feature still requires you to have a free hand to perform the gestures, which can be the same hand used for any Material (M) components. Because it relies on the creation of magical sound, you cannot use this feature to cast a spell while within an area of magical silence, as the spell nullifies the illusory echoes your gestures create.

Additionally, your mundane expressiveness allows you to communicate simple ideas, emotions, and concepts through gesture to any creature that can see you, regardless of language barriers.

Level 3: Echoing Performer's Spells

Your patron grants you spells that manipulate the stage of reality, fitting the theme of your performance. When you reach a Warlock level specified in the Echoing Performer's Spells table, you thereafter always have the listed spells prepared.

Echoing Performer Spells
Warlock Level Spells
3 Command, Hold Person, Knock, Shield
5 Major Image, Slow
7 Dimension Door, Leomund's Secret Chest
9 Hold Monster, Wall of Force

Level 3: Pantomime's Grasp

At level 3, you can reach out with invisible, conceptual force. As a Bonus Action, you mime the action of throwing an invisible rope toward a creature you can see within 30 feet. This gesture is accompanied by the faint, illusory creak of tension as the rope becomes taught. The target must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, you create an invisible, telekinetic tether to the creature that lasts for 1 minute, until you use this feature again, or until it takes damage. As a Bonus Action on your subsequent turns, you can tug on this imagined tether, forcing the tethered creature to move up to 10 feet in any direction of your choice, horizontally. This movement doesn't provoke opportunity attacks. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can use it again before then by expending a 2nd-level spell slot or higher.

Level 6: Manipulate the Scene

Your control over your tethered foes deepens beginning at level 6, allowing you to create more complex auditory and physical effects. When you use your Bonus Action to manipulate a creature already tethered by your Pantomime's Grasp, you can now choose one of the following effects instead of moving them:

  • Blindfold. You mime placing a bag over their head, creating the soft fwhump of an imagined cloth. The target must succeed on a Constitution saving throw or suffer the Blinded condition until the start of your next turn.
  • Disarm. You mime knocking an object from their grasp, producing the sharp, phantom clatter of it hitting the ground. The target must succeed on a Strength saving throw or drop one object it is holding of your choice.
  • Shackle. You mime driving heavy iron stakes into the ground around the target's feet, pinning their shadow to the floor. This is accompanied by the illusory SHUNK, SHUNK of metal piercing earth. The target must succeed on a Strength saving throw or its speed becomes 0 until the start of your next turn.
  • Trip Up. You mime pulling a rope taut at their feet, accompanied by the illusory swoosh of a rope and the imagined thump of a body falling. The target must succeed on a Dexterity saving throw or be knocked Prone.

Level 10: The Glass Box

Your ability to manifest imaginary barriers becomes a reflexive art from level 10 onward. When you or a creature you can see within 30 feet of you is hit by an attack, you can use your Reaction to mime the creation of a solid panel of force between the attacker and the target. The attack is met with the sharp, resonant CLANG of striking solid glass, and the target gains total cover from the attack, causing it to automatically miss. The invisible panel remains in place until the start of your next turn, then vanishes with the soft tinkle of shattering glass. Once you use this Reaction, 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.

Level 14: The Silent Stage

As an Action, upon reaching 14th level, you can impose the one true taboo of your patron's realm—absolute silence—upon reality. You draw your hands together as if pulling a grand curtain closed, creating a 30-foot cube of profoundly silent space centered on a point you can see within 60 feet. This zone is invisible and intangible, but its effects are real and enforce the laws of silence. The zone lasts for 1 minute and requires your Concentration. Inside the zone, where all performance and its echoes are forbidden, the following effects apply:

  • Silence. The entire area is under the effect of a Silence spell.
  • Difficult Terrain. The ground is difficult terrain as the very substance of reality becomes pliable and uncertain.
  • Terrifying Wrongness. When you create the zone, and as an action on each of your turns while it persists thereafter, you can choose a number of creatures inside the zone up to your Proficiency Bonus. Each chosen creature must make a Wisdom saving throw against your spell save DC. On a failed save, it takes 2d8 psychic damage as its mind is assailed by the terrifying wrongness of a world without sound or echo and is frightened of you until the end of your next turn. On a successful save, the target takes half damage only. A creature's frightened condition from this feature ends early if it leaves the zone.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can use it again before then by expending a 5th-level spell slot or higher.

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