Base Class: Warlock
In mysterious and rarely explored depths of the lights are the Council of Fourteen. Revered by some of a race called the wingles, the reach of the Council has since spread, offering their power to any race. Ancient fables tell of them being associated with various work of magic, and collectively, their might is immense- it is not just the arcane within their domain.
Surprisingly, it was not those of the wingle race that were the first warlocks who had the Council for their patrons. Adventurous arcane scholars of an order of other races(including humans) first made contact, receiving the pact and vows and beginning to uncover the depths illuminated with their insight. The metamagics and seals gave them a great flexibility in the application of their magic, which aided in their missions even as they served the Council.
In the later ages after the wingle race discovered the order and those others of its kind they spawned, their was a fierce secret war waged for its control and access. Many secrets of the magic arts were lost, but eventually those of the wingles were outnumbered and defeated- but they have not forgotten, and they and many loyal to them are still hostile towards the outsiders that serve the Council.
The Council of Fourteen's influence has been felt in the machinations of fate and chance, but also in the wilds far from civilization. Warlocks who have made a pact with the Council often have a key role(however large) in events that define their era, and the Council's favor makes them especially elusive and hard to pin down. Their is an undeniable light to warlocks whose patrons are the Council of Fourteen, one that shines on and illuminates forgotten threads of fate.
Glamour
Magic flows and shifts around you, distorting the air in your wake. When you spend movement and move at least fifteen feet during your turn, enemies treat the space you occupy as lightly obscured until the end of your next turn or you make an attack.
Expanded Spell List
The Council of Fourteen 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.
Council of Fourteen 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 |
Council's Insight
Starting at 1st level, each dawn roll 1d20, rerolling if you get a number higher than 14. Once during your turn you can add the result as bonus damage to an attack or spell that damages an enemy, up to a number of times equal to your Charisma modifier before a short or long rest.
Council's Bindings
Starting at 6th level, you can invoke The Council's authority to censure your opponent. When an enemy makes a saving throw against one of your spells or features: you can use this feature to roll 1d20, rerolling if you get a number higher than 14, and adding the result to the save DC of your spell or feature. 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.
Spetral Host
You've become sensitive to otherworldly presences around you. When you reduce a hostile creature to 0 hit points, you can temporarily call forth their essence and direct it about you. The spirit resembles the creature, albeit indistinctly, and is Medium in size. Creatures can move through and occupy the spirit's space, which cannot attack or take damage. The spirits count as allies for the purposes of flanking and partial cover. When you move on your turn you can move the spirits with you, but they reappear 5 ft away from you if moved more than 30 ft away.
You can have up to Charisma modifier spirits active at once, and they last until you take a long rest.
Afterimage
Light magic bends around you like a cloak, which you can shed at a moment's notice. When a creature misses you with an attack or you succeed on a saving throw against damage during an enemy's turn, you can make an Arcana check with a Reaction. If it beats the enemy's passive Perception, then the enemy is Blinded until the start of your next turn and you become invisible until the end of your next turn. You also leave behind a searing afterimage for one round, which causes the space where you dodged the attack or saved on the throw to be heavily obscured with bright light for one round. You must finish a long rest before you can use this feature again.
Additionally, while you are invisible or the afterimage is in place, you can use a bonus action during your turn to teleport and switch places with a spirit from your Spectral Host feature or your afterimage. You do not need line of sight to teleport, but you do need to know the location of the spirit or the afterimage. You can only use this teleport a number of times equal to the spirits from the Spectral Host feature you have active before a long rest.
Previous Versions
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11/11/2020 4:12:02 AM
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Coming Soon
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