Warlock
Base Class: Warlock

Your patron is a powerful entity, unique among Celestial beings for his preference for the planes of mortals. Your pact with Dae allows you to experience a touch of the light that illuminates the multiverse and all its constituent parts.

Dae will only make pacts with mortals motivated by good. Being connected to such a fundamental power can cause changes to your behavior and beliefs, too. You might find yourself embracing the chaotic elements of reality more than before, and you leave some of the entropic power of your patron wherever you go. At times, your heart might also be filled with a longing for a different sort of world, one you can't quite conceptualize but desire all the same. You know, however, that your mission is among mortals for now and that your pact binds you to bring light and transformation to the dark, stagnant places of the world.

Expanded Spell List

Dae gives you access to an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:

Expanded Spells
SPELL LEVEL SPELLS

1st

guiding bolt, disguise self

2nd

flaming sphere, phantasmal force

3rd

daylight, wall of sand

4th

fire shield, guardian of faith, private sanctum

5th

flame strike, mislead

Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

See Invisibility

Starting at 1st level, you can use your action to see that which is hidden. When you take this action, you see invisible creatures and objects as if they were visible for the duration of your turn.

Protective Radiance

Starting at 6th level, your link to Dae allows you to serve as a conduit for radiant energy that manifests as potent power and protection. You have resistance to radiant damage and psychic damage. Additionally, when you cast a spell that deals radiant damage, you add your Charisma modifier to one radiant damage roll of that spell against one of its targets.

Dawn Bringer

Starting at 10th level, you are intimately connected with the rise of the sun. As an action, you call the light of dawn to shine down on a location you specify within 60 feet. This light counts as sunlight. You can concentrate on bringing dawn for up to one minute, and until your concentration ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers around the location you specify. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d8 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

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

Additional Eldritch Evocations

Dae gives you access to an expanded list of eldritch evocations. When you choose an invocation, you may pick from the options below in addition to the regular list.

Guardians of Light

Prerequisite: 7th level

As an action, you call forth glowing particles of sunlight to protect you. They flit around you to a distance of 15 feet in all directions for up to 10 minutes, or as long as you are concentrating. When you use this invocation, you can designate any number of creatures you can see to be unaffected by the light. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

Radiant Blades

You can cast Divine Favor at will as a 1st-level spell, without expending a spell slot or material components.

Staggering Smite

Prerequisite: 15th level

Before making a melee weapon attack, you can take a bonus action to channel your patron's power into your next attack. When you hit a creature with a melee weapon attack during the next minute (even if the attack which you used to prime this invocation misses), your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. Additionally, the target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Trickster's Effect

Prerequisite: 5th level

You can cast Arcanist's Magic Aura without expending a spell slot or material components. You can't do so again until you finish a long rest.

Dae Image

Comments

Posts Quoted:
Reply
Clear All Quotes