Base Class: Warlock
You have made a pact with the mighty and enigmatic Androphinx. Perhaps you have passed a test or solved a riddle to gain their favor. Or perhaps there is some grander, secret purpose that you have yet to fulfill. Whatever the reason for the pact you know that your ever stoic patron will not be sharing it with you any time soon.
Expanded Spell List
The Androphinx 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.
Androsphinx Expanded Spells
| spell level | Spells |
|---|---|
| 1st | command, detect magic |
| 2rd | lesser restoration, zone of truth |
| 3rd | dispel magic, tongues |
| 4th | banishment, freedom of movement |
| 5th | flame strike, greater restoration |
Bonus Cantrips
At 1st level, you learn the spare the dying and thaumaturgy cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Inscrutable
Starting at 1st level, the enigmatic nature of your patron starts to seep into your own personality. You become immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Reverberating Roar
At 6th level, you learn to replicate your patrons' mighty roar. As an action, you can emit a magical roar. Each creature within 60 feet, that you choose, must make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all deafened and frightened. A creature affected by this feature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once) per long rest.
Teleport
At 10th level, your patron bestows upon you the ability to magically teleport. As an action, you can teleport yourself, along with any equipment you are wearing or carrying, to any unoccupied space within 60 feet.
You can use this feature once per short or long rest.
Alter Local Time
At 14th level your patron is has granted you power over the force of time. When you use this feature you can produce one of two effects:
- The flow of time is altered such that every creature within 120 feet must reroll initiative. You can choose not to reroll.
- The effects of time are altered such that every creature within 120 feet must succeed on a Constitution saving throw against your warlock spell save DC or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
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