Warlock
Base Class: Warlock

Your patron is Jim, a creature representing resignation, discomfort, and untold superhuman power. He is a singular figure, but he is boundless, he is everyting. And he's your very best friend in the whole world.

Expanded Spell List

Jim 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.

Archfey Expanded Spells
Spell Level Spells

1st

hideous laughter, magic missile

2nd

pass without trace, spiritual weapon

3rd

beacon of hope, sending

4th

confusion, guardian of faith

5th

legend lore, mislead

Prankster-Salesman

Starting at 1st level, Jim grants you a presence of dreadful trickery. As a bonus action, you surround yourself with Jim's goofy energy. For the an amount of time in minutes equal to your Warlock level times 5, all creatures within a 10 ft. radius of you have disadvantage on all Insight checks made against you, and you have advantage on all Deception, Intimidation, Performance, and Persuasion checks made towards them. Similarly, you are immune to the effects of the Zone of Truth spell.

Once you use this feature, you can’t use it again until you finish long rest.

Water Cooler Cooldown

Starting at 6th level, you can heal through the power of small talk. While in initiative order, as an action on your turn, you can talk to someone else within 5 feet of you, rolling a number of d4s equivalent to half of your warlock level and regaining that amount of hit points.

You have to roleplay the small talk.

Break the Fourth Wall

At tenth level, you can expend your reaction to take one natural one rolled by you or an ally you can see within thirty feet of you, and turn it into a natural twenty once per long rest.

Welcome to Jim

At fourteenth level, the spectral form of Jim permitted on this mortal plane grants you some of his incredible psionic power. As a bonus action, you are consumed by an aura of dread and resentment, which you can project towards your enemies. For the next minute, any creature of your choice that starts its turn within 15 feet of you (and Jim) must make a Wisdom saving throw, taking 6d10 psychic damage, or half as much on a failure. A creature failing this save's movement is halved until Jim is gone. This feature can be used once per short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/21/2021 3:44:06 AM
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10/7/2021 12:20:03 AM
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Coming Soon

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