Base Class: Warlock
Stories and legends that are passed down generations sometimes originate from experience of natural phenomena or things that alienates people.
Peoples that believes these kinds of mysteries to be true in an extreme way sometimes becomes warlock and can materialize their belief into the world.
These are the shared souls of a cult worshiped being, a twisted entity that a summoner believes, or even an ancestry deity enshrines by a small tribe.
Your warlock patron looks like the powerful influence that you have in your deepest psychology and has the purest instinct and desire of yours.
Your patron makes sure to preserve you, manipulates you to accomplish your goal so that they themself can become a more prominent entity.
Expanded Spell List
The unnamed 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
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Selfish Spell Casting
Your patron wants you to crave their power. That way, They will increase their power and influence and becomes a more prominent being. An Unnamed Warlock can choose Transmutation spells from the wizard spell list.
Persona
Persona
1st-level Unnamed features
Unnamed warlock has an origin of their image. Choose an origin of your warlocks imagery from aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You also learn one language of your choice that your imagery may speak.
You can use your bonus action to summon a medium-size persona that occupies the same area as you. The persona moves with you.
Your persona lasts for 1 minute. You can use this feature a number of times equal to your Charisma modifier(minimum of 1), and you regain all expended uses when you finish a long rest.
Your persona disappears when your hitpoint drops to 0.
You can use your actions or magical abilities with your persona as if you were using it. As long as you can do an attack action with the weapon you are holding yourself, your persona’s unarmed attack counts as the same attack as your weapon attack.
While the persona is present, it grants you the following benefits:
- You can roll your Acrobatic and Athletic with your Charisma instead of Dexterity and Strength.
- Your persona gives you a bonus to one skill. You can add double the amount of your proficiency bonus to that skill.
- Instead of Strength or Dexterity, you can use your Charisma modifier for the attack and damage rolls when your persona attacks.
More Powerful Imagery
At level 6, the bond between you and your persona becomes greater.
On your turn, You can move your persona up to 30ft in any direction (no action required). If your persona is ever more than 30 feet from you at the end of your turn, it is destroyed.
Your persona gains one of these abilities. This cannot be replaced once you choose one
Awaken
You could imagine a wing, fin, or claws. You and your persona gain a flying, swimming, or climbing speed. If you and your persona are moving together, you also have that chosen movement speed.
Inner beast
Your persona size becomes large.
While the persona is in 10ft of you, it gains the Powerful build (You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.) features.
Twisted Unity
At level 10, you and your imagery show an overwhelming presence of unity. You can use your action to be one with your persona while in the same space.
If you do, you gain the following benefits:
- You have resistance to non-magical bludgeoning, piercing, and slashing damage.
- When you roll for a saving throw, you can use your reaction to add your Charisma modifier(minimum of 1).
Twisted unity end whenever your persona ends or your hitpoint drops to 0.
You can use Twisted unity once per long rest.
The Origin
At level 14, you and your persona become more close to the origin of your imagery.
The persona will try to raise its status and mark a legendary path while overwhelming your foes. You can now use twisted unity immediately when you summon your persona with no action required.
While you are in Twisted unity you As a bonus action, choose one creature you can see within 30 feet of you. you gain the following benefits while Twisted unity last.
- You know the location of the creature while they are in 60ft of you.
- You have an advantage on saving throws against their spells and abilities.
- You gain a bonus to damage rolls against the choose target. The bonus equals your Charisma modifier. You can use this damage a number of times equal to your proficiency bonus
You can use this ability one per long rest.
Previous Versions
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10/22/2021 6:26:48 PM
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11/10/2021 3:56:51 PM
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11/20/2021 5:41:14 PM
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11/20/2021 7:30:31 PM
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