Warlock
Base Class: Warlock

A number of runes have begun to mark your body from an unknown source, imbuing you with power while murmuring indecipherable messages.

Expanded Spell List

3rd-level Runic Soul

The runes on your body imbue a native level of spell casting as a warlock. You can 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.

Runic Expanded Spells
Spell Level Spells
1st  Command, mind spike, comprehend languages, [Tooltip Not Found]
2nd   blindness/deafness, suggestion, shatter, see invisibility
3rd   [Tooltip Not Found], enemies abound, tongues, witch bolt, bless, clairvoyance
4th   confusion, compulsion, [Tooltip Not Found], suggestion, 
5th   [Tooltip Not Found], Geas, modify memory, [Tooltip Not Found], synaptic static

Rune of Retribution

3rd-level Runic Soul Feature

When an enemy lands an attack on you the energy within lashes out to return the damage up to 1d10 plus your spellcasting damage modifier.

This grows to 2d10 + spellcasting damage at level 11 & 3d10 at level 16.

 

Sympathetic Sigil

3rd-level Hexed Vessel feature

As a bonus action you can make one of your own runes appear on a creature by touching them.  Creatures must make a CON saving throw equal to your spell casting Spell save DC. If they fail, The rune appears inversed on their body and is visible to everyone. Unless otherwise specified, effects last for one round.

You may choose from the following effects to take place on your next turn:

Flesh Anchor - You anchor their body to this plane. For one round, anyone with this mark cannot be teleported or banished. If they drop to zero hit points, they roll death saves with advantage.

Sapping Sigil - You drain some of their vitality to fuel your own. Once they fail the save, roll 1d6 + your CHA modifier. They lose that many hit points and you gain temp hit points equal to that number. at 14th level, this number raises to 2d6 + CHA.

Words of the Wise: You can draw upon their own knowledge of a subject instead of your own. For 1d4 rounds, choose one of: religion, history, arcana, nature or medicine skill and add the marked individual's proficiency bonus to your own. For the duration they are marked, they roll that skill at disadvantage

 

Cacophonous Cipher

6th-level Hexed Vessel feature

The power in your runes provides a natural protection on your body.

-You gain +1 to your AC.

- Choose resistance to one damage type: force, bludgeoning, piercing, slashing or fire

-The energies claiming you form a growing din in your mind. Attempts to read your mind or otherwise decipher your emotions or intentions through magical or nonmagical means are made at disadvantage as the voices make it hard to differentiate between yourself and the others invested in your success.

Mark of Magnification

6th-level Hexed Vessel feature

The power within you is amplified to to stretch beyond your normal limits. When casting a spell, you may use your bonus action to target one additional creature. Both creatures are still subject to the same saves to avoid a spell's effects but your second target has advantage to save. If rolling damage, you only roll once to hit both but are still limited by the targets' AC's. Your first target receives full damage and the second target receives half that.

at 10th level you can target a total of 2 additional creatures and at 17th level, you target a total of 3 additional creatures.

Pending

10th-level Fathomless feature

You learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.

Pending

14th-level Fathomless feature

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

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