Base Class: Warlock
Gather Knowledge and Use It to Your Benefit
You entered into a pact with the Librarian, and ancient entity who craves knowledge. In exchange for granting you magic, the Librarian asks that you explore the world and regularly report back what you have learned, so that the archives it keeps can continuously updated.
Level 3: Informative Texts
Whenever you make an Intelligence check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).
You also gain proficiency in one of these skills of your choice: Arcana, History, Investigation, Nature, or Religion.
Level 3: Librarian Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Librarian Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Augury, Comprehend Languages, Detect Evil and Good, Detect Magic, Enhance Ability, Identify |
| 5 | Counterspell, Spirit Guardians (appear as books) |
| 7 | Divination, Mordenkainen's Private Sanctum |
| 9 | Legend Lore, Rary's Telepathic Bond |
Level 3: Rote Memorization
You may as a Magic Action cast a Librarian spell that has the Ritual tag without expending a spell slot or needing material components. You may do so a number of times equal to your Proficiency bonus, and you regain all expended uses after a Long Rest.
Level 6: Check-Out Privileges
You learn two spells of your choice. These spells can come from any spell list. A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Warlock Features table.
You always have the chosen spells prepared, and whenever you gain a Warlock level, you can replace one of the spells with another spell that meets these requirements.
Level 10: Research Deep Dive
Once per Long Rest, you may cast Legend Lore without expending a spell slot or needing material components.
Level 14: Late Penalty
As a Magic Action, you can burrow into the mind of a creature to gain greater knowledge. You force the target to make an Intelligence saving throw. It takes 4d10 Psychic damage on a failed save, or half as much on a success. On a failure, you also learn the target’s damage vulnerabilities, damage resistances, damage immunities, and condition immunities, and it suffers the following effects for one minute:
- You know the target creature's location, so long as it is on the same plane as you.
- The target cannot benefit from the Invisible condition against you.
- You gain a 1d6 bonus to attack rolls and saving throws against the target creature.
The target makes an Intelligence saving throw at the end of each of its turns, ending the effects on itself on a success.
Once you use this feature, 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.
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