Warlock
Base Class: Warlock

Your patron is a deceitful and cunning being. Some may be demi-demons, and others find themselves to be near godlike. Such beings desire only one thing: to bend the minds of others to their whim. While this may not be always for malicious intent, some may even be considered righteous, it is just the same. Your patron may not know you exist, or maybe they take pride in your work and in themselves for giving you that power.

Expanded Spell List

 The Witch lets you 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.

Witch Expanded Spells

SPELL LEVEL

SPELLS

1st

command, sleep

2nd

enhance ability, silence

3rd

tiny hut, bestow curse

4th

confusion, polymorph

5th

modify memory, geas

Witch's Deception

Starting at 1st level, your patron's affinity for illuions is granted to you. You get the minor illusion cantrip if you don't already have it. As well, when you cast minor illusion, you can do so as a bonus action without requiring any somatic component.

Mystical Prowess

Starting at 6th level, your patron's power to bend people's perception of reality trickles to you. You gain advantage on saving throws to maintain concentration on Illusion and Enchantment spells. As well, investigation checks to discern if an illusion you create is real are made with disadvantage.

Steel Will

Starting at 10th level, your patron's will inspires your own, boosting your resistance to effects that would break it. You gain immunity to being charmed or frightened. 

Blood Curse

Starting at 14th level, your patron grants you their ability to leech life from those they curse. As an action, you can have a creature within 30 feet of you that you can see be the target of the Blood Curse for 1 minute. Undead and Constructs are immune to this ability. While the Blood Curse is active, weapon and spell attacks deal an additional 1d6 necrotic damage to the target, and you heal for a number of hit points equal to the necrotic damage taken.

If the target dies from this damage, it rises up as a zombie controlled by the DM. While the curse is active, as a bonus action, you can move your Blood Curse to a different creature within 30 feet of the original target.

You may use this ability a number of times equal to your charisma modifier, and regain all expended uses at the end of a long rest.

 

 

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