Base Class: Warlock
Fairy tales are a staple of many cultures, entertaining children in the day and sending them off to their various dreamlands at night. Tales of heroes, princesses, dungeons and dragons, these stories have become pillars of civilization and are indispensable. But every tales is built on some kind of truth. And your patron lurks among those slivers of truth hidden in the greater Tale. Whether you are the knight, the damsel or even the dragon, you are a character in a greater Tale. What part will you play?
Expanded Spell List
The Tale 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 Tale Expanded Spells
| 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 |
Fill The World With Sunshine
Starting at 1st level, your striking presence makes the world light up around you. As a reaction, when a creature makes a melee attack against you, you can cause bright light to radiate from you. The attacker must make a Constitution saving throw against your warlock spell save DC. On a failure, the attacker makes the triggering attack at disadvantage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
What Big Ears You Have
Starting at 6th level, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
As Plain As The Nose On Your Face
Starting at 6th level, you have learnt to spot a lie from a mile away. You have advantage on Wisdom (Insight) checks made to discern if a creature is telling the truth.
No One Gets Left Behind
Starting at 10th level, when a creature is reduced to 0 hit points but not killed outright within 30 feet of you, you may use your reaction to exchange places with it. You may then expend a warlock spell slot to cause the creature to regain 1d8 hit points per level of the expended spell slot.
We're All Mad Here
Starting at 14th level, you can assault a creature's mind with the maddest of madness. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is immediately afflicted by a random form of Short-Term Madness (DMG p.259).
Once you use this feature, you can’t use it again until you finish a long rest.
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