Base Class: Warlock
You have struck a bargain with a powerful hag or coven for the secrets of their enrapturing magic. These are the enchantments your patron uses to protect her cottage and make visitors comfortable enough to stay. She has taught you how to carry that protection with you, along with the less than pleasant magic woven beneath it. The warmth and protection gained from your patron is honoured in the bargain, but she sees little reason to waste a good enchantment on kindness alone. With a few words learned at her hearth, you can withdraw the warmth and protection of the hags magic and spend it on something sinister, and cruel. Your wards might carry the scent of baking bread or settle around you like a warm shawl. When you break them, the warmth vanishes completely. Sickly witchlight gathers around your hands, and your patron’s shadow may briefly appear behind you.
Level 3: Warm Welcome
Your patron has granted you a measure of the protection she keeps over her own hearth. As a Bonus Action, you create a ward around yourself and gain Temporary Hit Points equal to your Warlock level plus your Charisma modifier, minimum 1. The ward lasts for 1 hour. It ends early when you have none of these Temporary Hit Points remaining or replace them with Temporary Hit Points from another source. When the ward ends, you lose any Temporary Hit Points remaining from it. You can create this ward a number of times equal to your Charisma modifier, minimum once, and regain all expended uses when you finish a Long Rest.
Level 3: Hollow Hearth Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Hollow Hearth Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Cure Wounds, Disguise Self, Augury, Suggestion |
| 5 | Bestow Curse, Dispel Magic |
| 7 | Death Ward, Polymorph |
| 9 | Geas, Modify Memory |
Level 3: Withdrawn Welcome
Your patron taught you the words that close her door to an unwelcome guest. Spoken over your ward, they unravel its protection and release the harmful enchantment beneath. Once on each of your turns, immediately after you damage a creature with a Warlock spell or an attack using your pact weapon, you can choose to end your ward with a violent burst of witchlike energy. The creature takes extra Psychic damage equal to your Warlock Level + the Temporary Hit Points you lose by ending the ward.
Level 6: Grandmother's Care
Your patron’s wards have become familiar enough that you can work your magic comfortably beneath them. While your ward is active, you have Advantage on Constitution saving throws made to maintain Concentration. This Advantage also applies to a Concentration saving throw caused by damage that ends your ward. You have also learned how to renew a little of its protection during a quiet rest. Whenever you finish a Short Rest, you regain one expended use of Warm Welcome.
Level 10: Bitter Remedies
Your patron has shared remedies she seldom offers her guests. Their taste lingers, but they have made you resistant to the poisons and mental torments familiar to her craft. You have Resistance to Poison and Psychic damage. When you create your ward, you can also end the Poisoned condition on yourself as the hearthy warm magic burns away the poison.
Level 14: Nothing Wasted
You have learned to reclaim some of the magic released when you break a ward. Your patron considers this a sensible improvement to the bargain. She would have been disappointed if you had never thought to ask. When you use Withdrawn Welcome, you can regain up to two expended Pact Magic spell slots. Once you regain any spell slots this way, you cannot do so again until you finish a Long Rest.
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