Base Class: Warlock
When a legendary jazz musician was dying of strange swamp fever, it is said that they recorded one last album, smearing a drop of this own blood on the record. The album itself is lost to time but, in making it, they liberated their soul to wander the world as the Spirit of Jazz. To this very day, their apparition has been known to appear to aspiring musicians, offering them a piece of its power in exchange for ownership of their souls.
Expanded Spell List
The Spirit of Jazz 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.
The Spirit of Jazz Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Musical Secrets
At 1st level, you learn the vicious mockery cantrip, which counts as a warlock cantrip for you and doesn't count against the number of cantrips you can learn. Additionally, you gain proficiency with all musical instruments and always use Charisma for any ability checks relating to music. You can use a musical instrument as a spellcasting focus for your warlock spells. Lastly, you can spend 1 minute working with whatever materials are lying around to construct any kind of musical instrument you desire. These improvised instruments are useless to anyone except you.
Smooth Talk
At 6th level, you can channel the supernatural charisma of your patron to convince almost anyone of almost anything. When you make a Charisma (Deception) or Charisma (Persuasion) check, you can use this feature to gain a +10 bonus to the roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Jazz Maverick
When you reach 10th level, your freewheeling style renders it impossible to hold you down. You are immune to the grappled, paralyzed, and restrained conditions.
Voodoo Scat
At 14th level, you are blessed with a fragment of your patron's mad genius. You learn the spell Boomin Beat and can cast it as an action without expending a spell slot. Once you use this feature, you can’t use it again until you finish a short or long rest.
Boomin Beat:
You use your instrument to create a grand beat causing a burst of divine energy to ripple outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone
Previous Versions
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5/20/2020 5:04:12 PM
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Coming Soon
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