Warlock
Base Class: Warlock

See above.

Expanded Spell List

You may 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.

Celestial Expanded Spells
Spell Level Spells
1st create or destroy water, earth tremor
2nd enhance ability, lesser restoration
3rd galder's tower, protection from energy
4th fabricate, resilient sphere
5th wall of force, greater restoration

Bonus Cantrips

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

Creation Manipulation

At 1st level, you gain the ability to manipulate the matter and energy within close proximity to you.  This control can manifest in many ways.

As a reaction, you may increase or decrease damage to a creature that has been hit by an attack within 30 feet of you by 1d6.  If damage is increased in this way, it is considered Force damage.  This ability's effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

As an action, you may manipulate energy or an object, weighing up to 30 pounds, within 30 feet of you.

You may use this feature a number of times equal to your charisma modifier per long rest.

Force Manipulation

At 1st level, you gain the ability to manipulate the matter and energy within close proximity to you.  This control can manifest in many ways.

As a reaction, you may increase or decrease damage to a creature that has been hit by an attack within 30 feet of you by 1d6.  If damage is increased in this way, it is considered Force damage.  This ability's effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

As an action, you may manipulate energy or an object, weighing up to 30 pounds, within 30 feet of you.

You may use this feature a number of times equal to your charisma modifier per long rest.

Transmutative Augmentation

Starting at 6th level, your link to Vel'arun strengthens your manipulation capabilities. You have resistance to force damage and are immune to any spell or effect that would alter your form against your will.  In addition, as part of a long rest you may alter your physical being and/or essence to gain one of the following abilities:

  • Resistance to cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
  • Gain a +1 bonus to AC
  • You gain a flying speed equal to your walking speed

Essence of Vitality

Starting at 10th level, you gain the ability to cast Revivify, Cure Wounds (3rd level), or Mass Healing Word ignoring any component costs.

Once you cast any spell using this feature, you cannot do so again until you finish a short or long rest.

Essence of Vel'Arun

Starting at 14th level, you may allow the essence of Vel'Arun to fully suffuse your being for up to 1 minute.  While active you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when this ability ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

This ability may be ended any time on your turn as a free action.  Immediately after this ability ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.  In addition, when this ability dissipates you may choose a number of creatures up to your Charisma modifier within 60 ft to regain 1d6 hit points for each 6 seconds remaining when the ability was ended, up to a maximum of 10d6.

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

Comments

Posts Quoted:
Reply
Clear All Quotes