Warlock
Base Class: Warlock

Your patron is the unique and powerful being known as Sweev, the multi-faceted deity of the mystical land of Stor'sweev. Unlike many other patrons, which could be one of a number of different entities that each have their own motives and desires, being a warlock of Sweev is to know exactly who you're dealing with. Of course, even still, you have three different Sweevs to keep track of, but that's arguably much more reasonable than the nine different Archdevils or any of their dozens of henchmen powerful enough to be a Fiend patron. 

Most times, warlocks of Sweev deal with the Overworld Sweev, the gentle, marshmallow-colored-and-shaped protector of the Material Plane. They are the most expressive, talkative, and hands-on of the Sweevs, and are typically what comes to mind when you think 'Sweev'. The Nether Sweev protects the burning realm of the Nether, and is a little more volatile compared to Overworld, though still 'approachable' comparted to the final Sweev. End Sweev is detached and almost 'cold', but still understands their place as a protector and caretaker.

Together, the Three Sweevs make up your singular patron, granting you strange and powerful abilities to aid with their ability to protect the world from threats. 

Expanded Spell List

The Three Sweevs let 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.

Three Sweevs Expanded Spells
Spell Level Spells

1st

bless, sanctuary

2nd

enlarge/reduce, warding bond

3rd

beacon of hope[, daylight

4th

aura of life, divination

5th

dawn, hallow

Guiding Light

Starting at 1st level, your patron grants you minor powers of light and protection. You know the Light cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. 

Additionally, you are able to protect those of your choice with only a thought. When a creature within 60 feet of you is hit by an attack, you can use your reaction to force the attacking creature to roll 1d6 and subtract it from their attack roll. If this causes the final roll to go below the AC of the defender, the attack is considered to have missed. 

You can use this feature a number of times equal to your proficiency bonus. You regain all uses once you finish a short or long rest.

 

Consumer of Stinky Jerky

Starting at 6th level, you become a little more resilient, as Sweev has emboldened you with their... curious dietary choices. You cannot be poisoned for by consuming anything, and you have advantage on saving throws against all other effects that cause the poisoned condition. 

Additionally, as an action, you can touch a poisoned creature and remove the poisoned condition from them. 

Always With You

When you reach 10th level, the Sweevs grant you one of their more powerful abilities. As long as you are on the same plane of existence, when a creature speaks your name aloud, you can always hear them, regardless of the distance between you. When a creature does so, you can use your reaction to teleport to a unoccupied space within 5 feet of the speaker, regardless of the distance between you. When you do so, all hostile creatures that can see you appear have disadvantage on attack rolls against your target until the end of the target's next turn. 

If you cannot see your target when you use this feature, you cannot use it again until you finish a long rest. 

When you reach 17th level, this ability also functions across different planes of existence. If you use this feature to traverse the planes, you gain two levels of exhaustion when you arrive. 

Weaver of Tethers

Starting at 14th level, you are granted one of the most dangerous but important abilities available to Sweev: the power to control tethers. During a long rest, you can choose a number of creatures equal to your Charisma modifier, each of which you need to be able to touch at least for a moment during this rest. When you do, you tether each of these creatures to you. So long as you are not incapacitated, all of these creatures are considered to be under the effects of the spell death ward. 

When the death ward effect ends on one creature, you can choose to have the effect end on a different affected creature. If you do so, the effect does not end on the original creature, though they still gain the effects of death ward as if it had 'ended'. 

This effect lasts until all of the death ward effects have been triggered. You cannot utilize this feature again until you finish 2d4 long rests after the long rest you applied the tether, at which point you can choose to reapply the effects to the previous recipients (no touch required) or apply it to new targets (as described above). 

 

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