Base Class: Warlock
Your patron is a pinnacle and embodiment of ideology. These embodiments are typically seen in one of two sentient towers. The embodiments of fun, creation, and order are found inside a tall golden tower. It serves as the center for all good ideology. The embodiments of murder, destruction, and chaos are found inside a tall black tower. It serves as the center for all evil ideology. It is unknown if anything actually resides in the towers or if they are simply built by the collective beliefs of the multiverse. These towers seek to to spread their ideals and squash the ideals of the opposite tower. Your pact binds you to one of these towers and sets you on the path to spread your ideals and squash those who go against those ideals whether brutally or peacefully.
Expanded Spell List
The Tower 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 Tower Expanded 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 |
Piece of the Tower
Starting at 1st level, you carry with you a piece of the tower of ideology that serves as your patron. The piece of the tower is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You can embed the focus into another piece of equipment after a 30 minute ritual and can be detached as an action, thus allowing you to cast spells using that equipment.
Once per long rest, as an action you can use your piece of the tower grant you a benefit from the list below.
- Gain resistance to necrotic or radiant damage for an hour, your choice.
- Gain the ability to see the alignment of creatures you see as an aura around them for 10 minutes.
- Roll 1d10 and gain a gold nugget worth an amount of gold pieces equal to the number rolled plus your proficiency bonus.
The piece of the tower's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the piece of the tower is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous piece of the tower is destroyed if it still exists. The piece of the tower crumbles into dust if you die.
1st Aspect of the Tower
At 6th level, you call upon an the aspect of the towers first floor. When you use this action, you can choose a number of creatures you can see equal to your Charisma modifier, including yourself. All of these creatures gain temporary hit points equal to 1d12 + your proficiency bonus.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Heart of Obsidian
Starting at 10th level, you are immune to effects that would change your alignment such as plane effects and spells. When charmed you are able to ignore any commands that go against your alignment.
Full Tower
At 14th level, as an action you can summon an embodiment of the full tower within 30 feet of you from a space on the ground. You can call forth a 10 feet wide and 30 feet tall rectangular tower for 1 minute. The tower rises quickly out of the ground, any creature it hits as it ascends must make a dexterity saving throw against your warlock spell save DC or take 6d6 bludgeoning damage. This tower is immune to all damage. If the tower is summoned in an enclosed space it will grow until it hits the ceiling, any creature that failed it's save will be pinned between the tower and the ceiling, it is restrained. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against a DC 15. On a success, the creature is no longer restrained and must either move off the tower or fall off it.
The tower emanates an aura in a circle around it stretching out 20 feet in all directions. While within this aura you and any friendly creature gain a flight speed equal to your movement speed. You and any friendly creatures also gain resistance to either necrotic, radiant, cold, or fire damage your choice. All hostile creatures gain disadvantage on saving throws against being charmed and lose the ability to fly while within the aura.
At the end of the minute or when you dismiss it as an action the tower sinks back into the earth. Any creature on top of the tower descends with it landing safely on the ground.
You must finish a long rest before you can use this feature again.
Previous Versions
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11/4/2020 10:47:24 PM
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11/5/2020 3:31:38 AM
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Coming Soon
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