Warlock
Base Class: Warlock

You have made a pact with one of the Madama; mysterious and elusive goddesses, with ties to both fey and fiends though considered neither. These feminine entities impart enormous power and arcane knowledge to their subjects, and are known to be extraordinarily brutal despite their beautiful appearances. Typically, these patrons will only accept contracts from a select sect of witches, but it's not unheard of for others to call for their aid.

Expanded Spell List

The Madama 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.

Madama Expanded Spells
Spell Level Spells

1st

magic missile, bane

2nd

blur, moonbeam

3rd

slow, haste

4th

polymorph, freedom of movement

5th

arcane hand, teleportation circle

Spell Locks

Starting at 1st level, your hair serves as a catalyst for infernal energy. Your hair can fulfill the function of an arcane focus, in place of the material and somatic components specified for a spell. If a cost is indicated for a material component, the warlock must have that specific component before he or she can cast the spell.

You can alter your hair length at will, up to a max of 5ft, and grows at a rate of half your movement speed (no action required). For every level, the max length increases by an additional 5ft. You can also manipulate your hair as if it were prehensile; learning the mage hand cantrip if you don’t already know it. When you cast it, it will take the form of your hair, manipulating it's movement, and using it's length as the spell's range. It can still only move up to 30 feet each time you use it. and it's still limited by the other parameters of the spell.

When cut, the hair loses it's ability to be manipulated or lengthened, and will still count towards the total max length. If the warlock grows more hair and the cut hair would exceed the max length, it will dissipate into wisps of magic.

Witch Strike

Starting at 1st level, you've developed your magic for combat; honing your body, and imbuing your weapons with your patron's eldritch essence. You gain proficiency in athletics, acrobatics, and martial weapons.

If you're wielding a weapon you're proficient with, you can use it as an arcane focus to cast eldritch blast. When cast this way, the spell will use that weapon's range; becoming a melee spell attack if using a melee weapon, and remaining a ranged spell attack if using a ranged weapon, whilst not posing a disadvantage when cast within 5 feet of a hostile creature. Eldritch blast will always be considered a melee spell attack if the target is within 5 feet. If you have movement, or other actions you can use them in between beams with this feature as you would with Extra Attack.

If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Mystic Protection

Starting at 6th level, your patronage strengthens the mystical conduit that is your body. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You choose the form of protection when you gain this feature; such as an aura of your patron's glittering insects, eerily floating hair that takes hits for you, a leathery bodysuit tightly woven from your hair, etc.

Your hair has become a stronger manifestation of your patron's magic; thus, you gain an advantage on all Strength (Athletics) checks that would utilise your hair, such as to grapple an individual, hoist yourself or another person using your hair as one would with rope, when someone pulls your hair, etc. If an individual is tied up with your hair, they must succeed on a Strength Check against your Spell DC to break out.

Wicked Weave

Starting at 10th level, you can manifest the likeness of your patron as a combo finisher.

If you made an attack on your turn, you can choose a point within 60 feet to project a glowing portal as a bonus action. A Large magical fist or heel, 15ft in length, will extend from the portal and strike whatever is in the area. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d10 bludgeoning (fist) or piercing (heel) damage and is knocked back 10 feet; if they hit a solid surface, they are knocked prone. On a successful save, a creature only takes half damage. The limb then vanishes.

You gain uses equal to your Charisma modifier, and you regain all uses on a long rest. This feature's damage increases by 1d10 when you reach 15th level (3d10).

When you land a critical hit with an attack you may choose to replace the attack with a Wicked Weave. This does not count against your Wicked Weaves uses for the day.

Dark Climax

Starting at 14th level, you can court the favour of the vilest creatures your patron associates with and summon them.

As an action, you can choose a point within 30 feet of you to project a glowing portal, allowing a Huge fiend to briefly slip through and manifest a vestige of terrifying power. Choose one of the following effects to issue from this manifestation point. Once you use any of the effects, you can’t use this feature again until you finish a long rest.

Sacrifice. The head of a demonic dragon rises from the portal to crush any enemies within 15 feet between its jaws. Creatures in the area must make a Dexterity saving throw against your spell save DC, taking 5d10 necrotic damage on a failure, or half as much on a success. If anything is killed by this summon, the body is devoured and taken by the demon when it leaves.

Dissonance. A feminine devil ascends from the portal and lets out an unholy shriek with a range of 30 feet. Creatures (of your choice) in the area who can hear must make a Wisdom saving throw against your spell save DC. The creatures that fail their saving throws are all deafened and frightened by you until the end of your next turn.

 

 

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