Warlock
Base Class: Warlock

From the ever-blooming sunlit lands of the Eternal Spring in the Far Fey, out past the Arcane Sea, the Kesakunig or "The Summer King". This benevolent, but extremely tricky and cunning entity, sits at the throne of all Fey: Any creature from the Feywild is in technical subservience to him-- But his influence on the Mortal Realm is extremely low, without proper physical agents. In particular, Fey Gnomes and Hags seem to herald him as some sort of King.

The Kesakunig requires his servants to defend the land and those who are oppressed by the march of industry and progress. He hates advanced machinery such as vehicles and firearms, and detests Arcane magic: Much preferring natural magic and divinity: Fancying himself as a God, even without the powers of the Divine.

Expanded Spell List

The Kesakunig 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.

Fiend Expanded Spells
Spell Level Spells

1st

Faerie Fire, [spell]Entangle[/spell]

2nd

Moonbeam, Find Traps

3rd

Water Breathing, Wind Wall

4th

Confusion, Polymorph

5th

Tree Stride, Conjure Elemental

Trickster Bomb

Starting at 1st level, when you get the killing blow on a humanoid, you store their soul in your Trickster's Jar. Releasing the soul as a bonus action results in a shockwave of magic: Roll on the Wild Magic Table.

At 6th, 10th,and 14th level, you can store an additional soul, but can only release one per turn.

Fey Resilience

Starting at 6th level,the Knights of Kesakunig make you an honorary Fey. You gain Elven traits such as being immune to Magic Sleep and resistant to Charming effects, but now take double damage when hit by Silvered weapons. 

Summon Fey Ally

Starting at 10th level, once per short rest, you can open a GNomish Gateway and summon one of 5 creatures  from the following table:

Number of Creatures

Name

1d4+1

Quickling

1d4

Meenlock

2

Redcap

1

Yeth Hound

1

Oread

 

Halls of the Trickster King

Unleash an explosion of Fey Energy by expending all souls in your Trickster Jar. This explosion merges the area you're in with the Far Fey for 1d6 rounds: While in a 20 foot radius, you and your allies have advantage on saving throws against magical effects and damage resistance to attacks made with nonmagical or nonsilvered weapons. As well, at the beginning of your turn, you and your allies within 15 feet heal for 2d12 + your Charisma Modifier. The radius of this ability increases by 20 feet for every additional Soul you release, up to a maximum of 80 feet for four souls.

After the effect ends, you take 1 level of exhaustion and cannot bind new souls to your Trickster Jar until you complete a long rest. As well, roll a d20. On a 1, you roll four times on the Wild Magic table, and take a d10 of damage for each roll.

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2021 7:36:27 AM
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