Warlock
Base Class: Warlock

Some spirits are born out of the collective will of a group of people. Where enough people gather, the psychic weight of them creates a genius loci. As such, cities are particularly prone to them. Think of the feel a city has, that intangible nature that makes one different from another. That is the genius loci. Though these spirits take on a life of their own, they are intrinsically made of the souls and minds of the people that created them, in the way a person is made of cells. You have contacted the spirit of a city and struck a deal. This spirit gives you power and, in exchange, you take it out into the world. Is it the curious spirit of a city of academics, the warlike spirit of a military outpost, or something else entirely?

Masks of the City

Starting at the 1st level, you are able to channel a facet of the city, choosing to embody one of its archetypical residents. At the end of a long rest, choose one of the following masks. Each gives you proficiency in a selection of skills while you are channeling it. If you already have proficiency in that skill, you gain expertise in it. Additionally, each mask gives you access to a cantrip. This cantrip counts as a warlock cantrip for you but does not count against your number of cantrips known.

The Guttersnipe
  • Cantrip: mage hand
  • Skills: Deception, Perception, Survival
The Courtier
  • Cantrip: vicious mockery
  • Skills: Insight, Intimidation, Persuasion
The Scholar
  • Cantrip: guidance
  • Skills: Arcana, History, Religion

Alleyways of the Mind

At 6th level, your mind reflects more and more of the city that you've made a pact with, full of twists, turns, and dead-ends. You gain resistance to psychic damage. Additionally, when you are subjected to an attack that does psychic damage, causes the charm effect, or causes the fear effect, you may use your reaction to try to turn it back on your attacker. The attacker must make a Wisdom saving throw against your spellcasting save DC. On a failure, the target takes the damage or gains the charm or fear effect, with you functiong as the source of the charm or fear. On a success, the attack strikes you as normal. Once you use this feature, you may not use your reaction in this way until a short or long rest.

Become the Mask

At level 10, your connection to the facets of the city that you channel deepens. Through this connection, you gain access to new spells. These function as warlock spells for you while you are wearing that mask, though they do not count against the warlock spells you know. You may cast each one once without expending a spell slot, and you regain the ability to do so after a long rest. They are cast at your warlock spell slot level, and you may expend a spell slot to cast them as normal.

The Guttersnipe

knock, pass without trace

The Courtier

calm emotions, Tasha's mind whip

The Scholar

identify, locate object

Ambassador

At level 14, you become a walking embodiment of the gestalt mind that is the genius loci. You gain immunity to psychic damage. Additionally, you have access to the knowledge of all who every lived in your city. You may cast any spell of 4th level or lower, regardless of if you know it or which spell list it is from. You cast it at your warlock spell slot level. You regain this ability when you complete a long rest.

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