Base Class: Warlock
Your patron is a magically-imbued animal familiar possessing of great power and wisdom contained in the (generally) non-threatening form of a common animal. Such special familiars are rare and seek out young, would-be adventurers, offering powerful magic in exchange for help righting the wrongs of the multiverse. Unlike many patrons, these familiars stick around and act as mentors—guiding their wards' development in the arcane arts. Though many such patrons serve all that is good and loving in the world, not all of these familiars have such noble intentions...
Ethereal Guardian Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Celestial Mentor, Magical Transformation |
| 6th | Transformation Effect |
| 10th | Power of Friendship |
| 14th | Heroic Serenity |
Expanded Spell List
The Ethereal Guardian 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.
Ethereal Guardian Expanded Spells
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Spell Level |
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 |
Celestial Mentor
Though appearing to be little more than an ordinary animal, the Celestial Mentor is anything but. Displaying sentience and providing its charge with pact magic, this familiar guides its ward through the ins-and-outs of wielding magic. Unlike most patrons, the Celestial Mentor prefers to guide its charge directly, joining them in their daily life. This familiar may take the form of the player's choosing: almiraj, bat, cat, deer, dolphin, frog, owl, pony, pseudodragon, raven, sea horse, weasel, or wolf.
This familiar can act as a normal member of its species in order to hide its true nature but can telepathically speak to any creatures it wishes to engage with. The familiar also possesses its own will and cannot be commanded by its charge (for mechanical purposes, this familiar should be treated as its own NPC). Celestial Mentors generally lack the ability, or desire, to participate in difficult situations directly, preferring to encourage their wards to find clever solutions instead. They may also pop in and out of their own, private pocket dimension at will. While there, they are still telepathically linked to their ward.
Should the familiar die, its spirit simply leaves its physical body. The familiar's soul can be brought back to the current plane with a 1 hour ritual. Upon completion, the familiar will return in a new body and retains all memory of its previous incarnations. This does not end the familiar's pact with its ward, though it could choose to do so if not brought back in what the familiar determines to be a timely fashion.
Magical Transformation
Starting at 1st level, you gain the ability to change into a Magical Form with an elaborate Magical Transformation sequence. As an action, you can use your spellcasting focus to undergo a spectacular transformation with tremendous sound or music, brilliantly cascading energies, and graceful movements. Any creature within 100 feet of you can hear or see this transformation unless their line-of-sight is blocked or the sound is sufficiently muffled (e.g., if the transformation is performed in a closed, sound-insulating room or within the area-of-effect of darkness or silence).
Upon successfully completing a Magical Transformation sequence, while you are not wearing armor or carrying a shield, your AC equals 13 + your Warlock spellcasting modifier. Additionally, your appearance changes in a way you decide (though the same way every time): including clothes, facial features, sound of your voice, hair length/color, and distinguishing characteristics, if any. Your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. Creatures with truesight can see through this transformation.
You can remain in this Magical Form for a number of hours equal to your warlock level. You cannot use this feature again until you have completed a short or long rest.
Transformation Effect
Starting at 6th level, you can make your Magical Transformation sequence even more grandiose and powerful. You may select one of the following improvements to your transformation:
Brilliant Transformation
Your Magical Transformations emit colorful, brilliant light visible up to 300 feet away. As a bonus action when you successfully complete a Magical Transformation sequence, you may force all creatures within a 10-foot radius to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all blinded by your brilliant transformation until the end of your next turn.
Dazzling Transformation
Your Magical Transformations are truly awe-inspiring. So much so that as a bonus action when you successfully complete a Magical Transformation sequence, you may force one creature within a 10-foot radius to make a Wisdom saving throw against your warlock spell save DC. If the creature fails its saving throw, it becomes incapacitated and charmed by your dazzling display until the end of your next turn.
Fierce Transformation
Your Magical Transformations showcase your fierce and indomitable will to all nearby. As a bonus action when you successfully complete a Magical Transformation sequence, you may force all creatures within a 10-foot radius to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened of your magical might until the end of your next turn.
Inspiring Transformation
Your Magical Transformations empower and bring confidence to your allies. As a bonus action when you successfully complete a Magical Transformation sequence, you may inspire up to three allies within a 10-foot radius of you. Until the end of your next turn, these allies may add 1d4 to attack rolls or saving throws.
Power of Friendship
Beginning at 10th level, you learn to rely on your friends for strength when facing difficult challenges. When you or a friendly creature within 10 feet of you needs to make a saving throw, you may choose to use the same saving throw bonus of another friendly creature within 10 feet of you on the roll.
You may do this up to two times. You regain all expended uses after completing a long rest.
Heroic Serenity
Starting at 14th level, as a bonus action, you gain the ability to unleash the raw power of your conviction in a wave of serene, positive energies extending out in a 60-foot radius from you. Roll a number of d10s equal to half your Warlock level rounded down. You can restore this many hit points, divided as you choose among any number of friendly creatures that you can see within range. Additionally, you can deal this much radiant damage, divided as you choose among any number of hostile creatures that you can see within range.
At the end of your turn, you suffer an amount of necrotic damage equal to the roll made for this feature.
Once you use this feature, you can't use it again until you finish a long rest.
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