Base Class: Warlock
Expanded Spell List
The Wind 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 Wind Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Zephyr Strike, Expeditious Retreat |
|
2nd |
Spider Climb, Gust of Wind |
|
3rd |
Haste, Protection from Energy |
|
4th |
Freedom of Movement, Storm Sphere |
|
5th |
Steel Wind Strike, Control Winds |
Wind's Decree
Your physical capabilities are enhanced as your patron's power courses through you.
At 1st level, your chosen pact gives you proficiency with medium armor and unarmed strikes. You also gain the following benefits while you are unarmed or wielding a weapon you are proficient with, and you aren’t wielding a shield:
- You can use Charisma for the attack and damage rolls of your weapon attacks and unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain warlock levels, as shown below.
- Level 1-4: 1d6
- Level 5-10: 1d8
- Level 11-16: 2d6
- Level 17-20: 2d8
- When you use the Attack action, you can make one unarmed strike as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.
Whispers in the Wind
You have obtained the ability to hear the wind and the many whispers it carries, allowing you to gain knowledge of the surrounding territory. The time spent listening and the language of the whispers determine how much information you will acquire. You must remain motionless and concentrate on listening.
- Up to an hour: You hear whispers about what the local fauna is like and what major landmarks are present.
- Up to two hours: You hear whispers about the local political climate and major gossip, myths, and legends.
- Up to four hours: You hear whispers about the local secrets, criminal activities and more...
You also gain advantage on perception checks.
Heavy Gale
You gain the following benefits:
- Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Using both your Action and Bonus Action on the same turn to successfully hit a creature, will push it up to 10 feet away from you in a straight line.
Ebb and Flow
The air around you seeks to protect you from the most harmful of magical attacks.
You can use your reaction to move up to half of your speed when you are targetted by an area-of-effect spell that would force you to make a dexterity saving throw. This feature occurs as the magical effect is about to occur but before you are forced to make a dexterity saving throw, potentially putting you out of harm's way.
You can use this feature a number of times equal to your charisma modifier.
Open Skies
Your connection with the wind runs deeper than ever before.
Concentrating for one minute causes you to disperse into thin air, vanishing from sight. Creatures are unable to attack or interact with you in any way, but notice your presence using Blindsight or Truesight. You are completely aware of where you are and where you are going, as well as everything that is being said aloud within one mile around you.
You gain a flying speed of 300 feet, enabling you to traverse vast distances and the most perilous terrain. The only actions you can take in this form are the Dash action or to revert to your normal form. The DM may ask for constitution saving throws to retain speed and direction in this form depending on the severity of the environmental conditions, and can determine the DC accordingly. Reverting takes 1 minute, during which time you are Incapacitated and can't move.
You also gain the following benefits:
- Your movement speed is increased by 10 feet.
- You gain Blindsight up to 15 feet.
Previous Versions
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8/31/2020 12:18:16 PM
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0.5
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8/31/2020 12:25:30 PM
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9/1/2020 9:28:39 AM
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1.1
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9/2/2020 8:44:04 AM
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9/2/2020 2:55:46 PM
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9/4/2020 11:47:50 AM
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1.4
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9/7/2020 6:43:08 PM
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23
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9/8/2020 1:32:17 PM
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9/11/2020 2:18:55 PM
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