Warlock
Base Class: Warlock

This patron whispers its secret into your ear, or maybe directly into your mind.
They are tricksters and can affect not only your mind but the mind of those around you.

Expanded Spell List

The Whisperer 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.

Whisperer Expanded Spells
Spell Level Spells

1st

dissonant whispers, Tasha’s hideous laughter

2nd

detect thoughts, phantasmal force

3rd

enemies abound, sending

4th

Confusion, compulsion

5th

Geas, modify memory

Whispering Words

Starting at 1st level, your Patron gives you the ability to whisper in the ear of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Creepy Visions

When you are attacked you can create an illusion that only you and your target can see. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

Whispering Smite

Starting at 6th level, when you make an attack you can activate this ability, if your attack hits the target takes an additional 1d8 psychic damage and must make an intelligence saving throw or become stunned until the end of your next turn as suffers horrific scenes only it can see. The dc is your spell save dc.
You can use this ability an number of times equal to your charisma modifier per short rest.

This damage increases to 2d8 at level 10 and 3d8 at level 15.

Tongue Twister

At 10th level, you can choose a target you can see within 60ft that target must make a charisma saving throw. On a failed save the creature is deafened and is unable to speak correctly as your patron continuously whispers at them. This ability lasts for 1 minute and can be used once per long rest.

Huge Illusion

At level 14 as an action, you are able to create a Huge illusionary image within 120ft.

When the illusion appears, any creatures of your choice that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 30-foot cone originating from its space. Each creature in the cone must make an Intelligence saving throw, taking 6d6 psychic damage on a failed save, or half as much damage on a successful one.

The illusion seems tangible but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the Illusion can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its attack and its fear effect.

You can use this ability once per long rest and its duration is 1 minute or until your lose concentration.

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