Warlock
Base Class: Warlock

....

Expanded Spell List

1st - Shield, Identify

2nd -Scorching Ray, See Invisibility

3rd- Incite Greed, Nondetection

4th-Galder's Speedy Courier, Divination

5th-Legend Lore, Commune

Secret Language

After joining The Brood you have learned how to communicate with other members without speaking openly. You can now speak "Thieves' Cant" 

The Gift

Starting at 1st level you gain the ability to choose a gift from your patron. Choose from the following...

-As long as you are not using a shield increase your AC by 2

-Increase your walk speed by 5
 
After you gain a level you can swap your chosen gift with the other. Also at 6th level, you have proven yourself to your patron and gain the effects of both gifts.

Silver Tounge and Piercing Eyes

Starting at 6th level you gain expertise in Intimidation, Persuasion, or Deception. You gain additional expertise at 8th level.

Also as can now stare daggers into your enemies. As an action you can force a creature within 60ft. that can see you to make a Wisdom saving throw. On a failed save they take 2d6+Charisma Mod psychic damage and you have advantage on the next charisma check made against them. On a successful save the creature take no damage and you don't gain advantage.

Brood Barricade

Starting at 10th level you've learned that self-preservation is key to a long life. As an action, you can surround yourself in a magical transparent bubble. This bubble has an AC or 8 and hit points equal to your warlock level+5.

Friends in Low Places

You are now a higher up in a Brood family and you have a connection. Investigations check to find information word of mouth is made at advantage. 
Also, you may take an hour to describe a target to your patron (You must know their race and most recent location), make a persuasion or deception check DC 25 on the success your patron will send their people after the described individual. (This DC may change based on how dangerous the individual.)

Example: If you chose the King not even a nat20 will make your patron send his men after him.

The described creature much make a Wisdom saving throw. On a failure, the creature is hunted, threatened, and attacked taking 10d12 physical damage (mix of bludgeoning, piercing, and slashing) and has no idea it was you who sent them. On a successful save the creature takes half damage.

After using this feature successfully you cannot use it again for one week.

Comments

Posts Quoted:
Reply
Clear All Quotes