Base Class: Warlock
Sourceless and strange, the nature of your newfound power is unknown. In your dreams you see the expanse of the Astral Sea, and when you wake there are distant echoes of a voice you cannot understand.
The origin of the abilities you've grasped could be anywhere, or anything. It's up to you to discover more of these granted traits, as you grow stronger and more curious with each passing day.
Expanded Spell List
1st-level Unbound feature
The Unbound 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.
Unbound Expanded Spells
Spell Level | Spells |
---|---|
1st |
floating disk, shield |
2nd |
levitate, darkness |
3rd |
fly, blink |
4th |
phantasmal killer, dimension door |
5th |
telekinesis, teleportation circle |
Visions of The Void
At level 1, you can briefly flicker into the void. As all but your eyes resemble a field of stars, you test the sanity of those who dare attack you.
When a creature hits you with a melee attack, you can use your reaction to force them to make a Wisdom saving throw. On a failed save, they are frightened of you for 1 Round.
You can use this feature once per short or long rest.
Matter Barrier
At level 6, you can use your bonus action to bend the matter around you to your will. Centred on your location in a 5 foot radius, the ground around you starts to crack, as pieces of it float and surround you.
For 1 Minute, your AC is increased depending on the material at your feet when you use this feature. In addition, following the activation of this feature, you can use your bonus action to fire the shattered pieces around your person at creatures as projectiles within 30 feet of you. When rolling to hit with these projectiles, you add your proficiency bonus + your Charisma modifier. Reference the table below on how this ability affects your AC, and for how much damage the shattered pieces do on a hit.
Substance |
AC Bonus |
Projectile Damage |
Cloth |
None |
None |
Water |
+1 |
1d4 (+CHA MOD) |
Glass/Ice |
+1 |
1d6 (+CHA MOD) |
Wood |
+1 |
1d6 (+CHA MOD) |
Stone |
+2 |
1d8 (+CHA MOD) |
Metal |
+2 |
1d10 (+CHA MOD) |
You can maintain the barrier while flying, so long as you initiate this ability while at least 10 feet or closer to the ground before doing so. You can use this feature once per short or long rest.
At Higher Levels. At level 10, each of the projectile types do an additional damage die when they hit. They increase again at levels 14 and 18.
Tetherless Step
At level 10, when you cast the Levitate and Fly spells, the maximum durations are doubled for you and any other creatures affected by your casting of those spells. In addition, any time you lose concentration on these spells, you and any creatures affected by them hover gently to the ground instead of plummeting.
To The Stars
At level 14, you can send other creatures into the sky to a maximum of 120 feet from the ground. As an action, you point your finger at a creature within 60 feet of you that you can see. The creature must then make a Charisma saving throw, or start slowing hovering straight upward into the sky. The creature ascends 20 feet at the end of every one of your turns. For every 40 feet risen the creature can attempt the saving throw again on the top of their turn. Upon reaching the maximum distance of 120 feet, the create plummets from the sky, regardless of whether or not they succeed on their save.
Though the maximum distance is 120 feet, if the creature is in a space where the maximum height is lower than that (or the creature's movement straight up would otherwise be obstructed), the maximum distance is whatever the space allows for. In addition, if a creature affected by this feature passes things while ascending, they can use a reaction to try and grab onto them. Doing so successfully would give them Advantage on future saving throws against this ability.
Lastly, if a plummeting creature attempts to cast a spell that would resolve the damage they would normally take upon hitting the ground (Feather Fall, their own Fly spell, etc.), they must roll a d20 after casting that spell. On an 11 or higher, the spell functions normally. On a 10 or lower, the spell fails, and they continue to fall.
You can use this feature once per long rest.