Base Class: Warlock
Your patron seeks those who share the their affinity for knowledge and bestows upon them the abilities to seek out and learn.
Expanded Spell List
The following spells are added to the warlock spell list for you.
Expanded Spells
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2nd |
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3rd |
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4th |
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5th |
Patron's Eyeglass
Patron's Eyeglass: Your thirst to seek out information and document it is seemingly unquenchable and your memory is a step trap. Starting at 1st level you gain proficiency with history and expertise in investigation.
You learn the Illusory Script spell, which is always prepared, and can cast it as a ritual. The spell doesn't count against your number of spells known.
Area of Focus
Area of Focus: You've studied a great deal is specific areas. Starting at 6th level choose an area of study, you'll gain the following benefits:
Arcana
- You know the sorcerer's metamagic Quickened Spell without the need for sorcery points. Once you use this feature, you can't use it again until you finish a short or long rest.
- You gain the detect magic spell. It doesn't count against the number of spells you know and can only be cast as a ritual.
Art and Literature
- As a bonus action on your turn you can encourage and rally your allies with words of wosdom. The next attack made by one of your allies is with advantage. Once you use this feature, you can't use it again until you finish a short or long rest.
- When a creature that you can see within 60 feet of you makes an attack roll you can use your reaction to say something or have something flash in your eyes that is either frightening or charming to the attacker. The target has disadvantage on their attack roll and makes a Wisdom saving throw against your spell casting modifier. On a failed save the target takes one of the following effects. The target is either Charmed by you or Frightened of you until the end of its next turn. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails. If the target cannot hear or see you, it has no effect. A creature immune to being frightened cannot be frightened by this. A creature immune to being charmed cannot be charmed by this. Once you use this feature, you can't use it again until you finish a short or long rest.
Martial
- Evasive: When a creature makes an attack roll against you, you can use your reaction to either impose disadvantage on that roll. Once you use this feature, you can't use it again until you finish a short or long rest.
- Redirect attack: When a creature misses you with a melee attack roll, as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. Once you use this feature, you can't use it again until you finish a short or long rest.
Nature
- Nature's Respite: During a short rest, if you or any friendly creatures who is in a 30-foot-radius of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra hit points equal to your proficiency bonus plus your wisdom modifier. Once you use this feature, you can't use it again until you finish a short or long rest.
- Change of seasons: with this trait you can cause your attack to deal extra damage and can change the damage type of the attack. Choose either necrotic for autumn, cold for winter, radiant for spring, or fire for summer. This can only be done the number of times equal to your Charisma modifier per short or long rest.
Religion
- You learn two cantrips from the cleric spell list, these do not count against the number of cantrips you know.
- Blessed barrier. You have the Shield spell prepared. It counts as a warlock spell for you, and it doesn't count against the number of spells you can have prepared.. When you cast this spell choose an extra effect that takes place. Gods of the Light: A burst of glowing radiance rebounds from the attack. Before the end of your next turn the next attack roll made against your attacker has advantage. Gods of Death: A burst of dark energy rebounds from the attack. Your attacker takes necrotic damage equal to 1d6 plus your Charisma modifier, and you regain a number of hit points equal to the necrotic damage they took. You can cast Shield in this way once without expending a spell slot, and you regain the expended use when you finish a long rest.
Tomb of Scholars
Tomb of Scholars: At 10th level your False Book becomes the Tomb of Scholars. Along with the abilities already granted of the False Book you can use your Illusory Script to write onto the front few pages. You can write to everybody who also has a Tomb of Scholars or you can specify the individual. The recipient does not need to be on the same plane as you are and can respond immediately, in due time, or not at all. The recipient of a message they automatically knows they are being written to and if looking at the pages of the tomb they can visually see the words as its being written. The writing lasts for one hour or immediately disappears after being read if specified.
Some examples of messages may be a simple or complex question, a request for help, used to make connections with others who seek knowledge, compare research, or simply to have a friend to write to.
Past and Present
Past and Present: The world around you becomes more clear and with your patron's help you can look to the past for a better understanding of the present.
You've started getting strange feelings that history is repeating itself. These feelings comes to you as a deja vu. You can no longer be surprised while you are conscious.
In addition, you gain the following insightful boons.
You can use your Charisma modifier to make insight checks instead of Wisdom, and you can ask your Patron's Insight regarding a past interaction.
Patron's Insight: Your patron often looks through your eyes and can catch things you may have missed. You can ask your patron if they have any insight towards an interaction you had with a creature in the past. The amount of days past is equal to your Charisma modifier. Roll two percentile die, you need to roll below twice your warlock level to succeed. On a success your patron writes to you in your tomb their insight regarding the interaction in question. Your patron's insight is treated as if you had a successful insight roll over the target.
You can call upon your patron's insight three times between rests. When you finish a short or long rest, you regain your expended uses.