Base Class: Warlock
Your patron can come from any plane of existence and wields unimaginable power. Your patron however is untrusting of mortals and cautious of granting even a fraction of their powers to these unpredictable beings. They still require the service of mortals to do their bidding on the material plane and instead of given powers directly they create and send an emissary.
The emissary acts as a bridge between you and your patron allowing them to more closely control you and your magic. The emissary is formed of pure magical energy molded by your patron into the appearance of a mortal creature of their choosing. This arrangement also allows the warlock to use the emissaries physical form as an extension of themselves. This bond does have its drawbacks if the emissary is destroyed so too is your connection to your patron where all of your magical powers dwell.
Expanded Spell List
The Emissary 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.
Emissary 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 |
The Guide
Starting at 1st level you receive an emissary from your patron. This is creature that either represents them or is in some way connect to your patron. This emissary can be any Non-humanioid or construct that is small or smaller with a CR 1 or lower. It acts on your initiative. Your emissary loses multi-attack if it had it, and its max heath is equal to half your max health. Your emissary uses your spell attack bonus, charisma modifier and proficiency bonus in place of its attack modifier, damage modifier, and proficiency bonus respectively. The rules governing death saving throws apply to your Emissary.
If your emissary is killed or otherwise destroyed your connection to your patron is severed and are no longer able to cast warlock spells using spell slots until your connection is reestablished. To reestablish a connection, you must spend 8 uninterrupted hours communing with your patron to bring forth a new copy of your emissary.
The First Step
At 1st level the emissary acts not only as a conduit for your magic but will actively distract and harass your enemies. Your emissary can use its reaction to give any creature within 5 feet advantage or disadvantage on its attack. You may use this ability a number of times equal to half your warlock level rounded up. This feature resets after a long rest.
Magic Exploit
At 6th level you have learned how to more effectively harness the magic that makes up your emissary. Your emissary can cast any spell that you know at your current spell level without expending a spell slot. Once you use this feature, you can't use it again till you finish a long rest
Energy Redirection
At 10th level your connection has become two way allowing for energy to be redirected from your plane to your patrons. At the end of a long rest you may choose one of the following damage types: fire, lightning, necrotic, radiant, thunder, psychic, poison, acid, or cold. Your emissary gains resistance to that damage type till the end of the next long rest. While any allied creature is within 10 feet of your emissary they also gain resistance to that damage type.
Emissary Reistance
Your Emissary gains resistance to one type of damage of your choice.
Final Breath
At 14th level your mastery of the emissary allows you to absorb and transfer energy from one being to another. When a hostile creature falls to zero health or is otherwise destroyed within 10 feet of your emissary you may use its reaction to heal any creature within 10 feet by 4d8 + your charisma modifier.
You may use this ability a number of times equal to your charisma modifier. This feature resets at the end of a long rest.
Previous Versions
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12/22/2020 2:24:25 AM
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1/8/2021 5:01:59 PM
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128
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