Base Class: Warlock
Your patron is a spirit, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Your Patron specifically, has control over day and night, Sun and the moon, Dawn and Dusk, Clouds and the Stars. You may choose to heal or damage. Remove Poison or Use it. Whatever lies in the depths of the night sky or in sunlight, is waiting for you whether you like it or not.
Extended Spell List
The Dawn Spirit 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.
Dawn Archfey Extended Spell List
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2nd |
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3rd |
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4th |
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5th |
Stance Switch
Starting at 1st Level, you can Switch Stances From Day to Night by using a bonus action. These Stances have special abilities that can either damage enemies or heal allies.
In all of your stances, you can cast Thaumaturgy at will
During the day, you can cast Healing Word but you heal *1d6 + [Your Charisma Modifier]
During the night, you can cast Magic Missile, but instead of 3 missiles, you shoot 1 missile that deals damage equal to *1d8 + [Your Charisma Modifier]
During Dawn and Dusk, you can cast Sunbeam and Moonbeam respectively, however, the damage you deal is all dependent on your Warlock Level. Every other level (starting from level 1), you add a 1d6 + [Your Level] to your damage. For example: If you are level 1, you will deal 1d6 + 1. At level 5 you will deal 3d6 + 5 damage.
You can only use this ability once per switch.
*Add a new dice per every other Level you get for Warlock
Blessings of the Sky
Starting at 6th Level, you gain resistance to a certain type of damage when you are in a stance.
Night: Necrotic Damage Resistance
Day: Radiant Damage Resistance
Dawn/Dusk: Psychic Damage Resistance
Orbiting Stars
Starting at 10th level, you can call up to 3 Stars and they follow you. You have 4 choices on how to use these.
- If you deal damage to anyone, you can roll a 1d6 and add it to your attack roll.
- You can use these stars to go into a creature's face, blinding them for 2 turns (Celestials, Undead, and Fiends are not affected by this).
- You can Summon a Light spirit to brighten a cave or any other dark area
- You can make a star circle a creature. They will gain 2d8 + Their Constitution Modifier health back. If they are at full health, they will gain 1d6 Temporary Hitpoints
By using these abilities, you get rid of one of the stars, and you can not get it back unless you complete a Short rest.
Binding Light
Starting at 14th Level, when you attack a creature, you can call your Patron's name, and they will send 3 bright beams of light at your target.
Your Target has to make a Constitution Saving throw of 15 or a Dexterity Saving throw of 17 in order to avoid the beams.
If your Target does not succeed in their saving throw, they will take 15d10 Psychic Damage
After you use this ability, you have to take a Long Rest in order to regain the ability to do so again.
Previous Versions
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4/5/2021 11:18:41 PM
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