Warlock
Base Class: Warlock

V1.1 - Some adjustments after review from friends & family

  • Arcane Lore (Nerf): Now grants a single specific cantrip (Mage Hand) instead of 2 wizard cantrips of choice.
  • Arcane Trickery (Nerf): The amount of d4's for arcane pool gained from saving against spells is now half the level of the spell rounded down.

V 1 - Release

You forged a pact with an entity of untold arcane knowledge and might (or so you've been told), this can be the spirit of a grand magus secluded in a tower upon the astral plane or perhaps a minor trickster deity which has a keen understanding of the delicacies of the arcane arts. Regardless of the nature of your patron you are likely to be sent on a journey in search of arcane lore, lost magic and ancient artifacts of power or perhaps taking them from to be magicians who are better off without them.

Expanded Spell List

The Great Mage 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.

Fiend Expanded Spells
Spell Level Spells

1st

shield, magic missile

2nd

arcanist's magic aura, silence

3rd

slow, glyph of warding

4th

otiluke's resilient sphere, greater invisibility

5th

arcane hand, wall of force

Arcane Lore

Starting at 1st level,  you gain proficiency in the Arcana skill and you learn the mage hand cantrip, it doesnt cout towards your maximum cantrips known.

Arcane Dynamo

Also at 1st level, your patron teaches you arcane tricks on how to recycle magical energies. Whenever you cast a warlock spell of 1st level or heigher, you gain a pool of d4's equal to the level of spell cast. Subsequently whenever you cast a warlock spell which deals damage to one or more targets, you may roll an amount of d4's up to your charisma modifier and add it as extra force damage to one of the targets of the spell. Alternatively you may use your bonus action to roll a number of d4's up to your charisma modifier and grant yourself or a creature of your choice within 30 feet of you temporary hit points equal to the number rolled. These temporary hit points do not stack and last for 10 minutes.

You lose any unexpended dice generated by this feature whenever you finish a short or long rest.

Spell Turning

Starting at 6th level, you add counterspell to your spells known if you haven't already. Whenever you succesfuly counterspell a spell you may, as part of the same reaction, turn the spell against your enemies as if you have cast it. You choose the new targets for the spell and must otherwise abide by all rulles of spell casting. Spells turned this way may benefit from your Arcane Dynamo feature.

Once you use this feature you cannot do so again until you finish a long rest.

Arcane Trickery

Starting at 10th level, your mastery over arcane energies allows you to subtly weave them to your advantage whenever you are affected by them. You have advantage on saving throws against spells. In addition, whenever you succesfuly save against a spell,  you gain an amount of d4's equal to half of the level of the spell (rounded down) to your Arcane Dynamo pool.

Steal Spell

Starting at 14th level, you may learn the arcane secrets of magic just by observing it being cast. Whenever a creature within 60 feet of you cast a spell, you may use your reaction to magicaly memorise the spell formulae. You add the cast spell to your warlock spell list and it counts as a warlock spell for you for 1 hour or until you use this feature again to steal the knowledge of a different spell. If the spell is of 6th level or higher, you may use your mystic arcanum ability to cast it instead.

You can use this feature an amount of times equal to your charisma bonus, regaining all expended uses whenever you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2020 4:28:13 PM
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1
1
Coming Soon

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