Warlock
Base Class: Warlock

You made a pact with a group of small elemental spirits that could be found in remote locations, where nature remained relatively untouched by the trappings of civilization. Incredibly shy in most aspects of their lives, chwingas were naturally curious and fascinated by humanoids, whose signs of civilization were alien to chwingas. Beings that wore armor, carried weapons, cooked food, and used tools were of great interest to them. 

It was their fascination for civilization that drove them to make a pact; for it is a way not only to become closer to what leaves them in such awe, but to protect them from the ones who might want to destroy them.

Expanded Spell List

The Chwingas let 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, Detect Evil and Good

2nd

Pass without Trace, Enhance Ability

3rd

Blink, Counterspell

4th

Conjure Woodland Beings, Hallucinatory Terrain

5th

Legend Lore, Commune with Nature

Gifts of the Hidden

Starting at 1st level, every long rest, the Chwingas wil be able to gift you a supernatural charm, a gift made for you, thanking your company and help.

You may give the Chwingas a token of your appreciation (of any type and origin, as long as it does not belong naturally to nature, and it has some utility in the civilized world, such as a chess piece, a piece of cheese, a rusted nail, a beret, a deck of cards, a ring, a box, etc.). Not only will the Chwinga cheer in silent voices and thank your gift, but they will also craft you a charm related to your token.* (You may receive a "Charm of the Writer", which allows you to write in any surface with your fingers as a pen, leaving magickal ink behind, if you decide to gift them a flask of ink, or a pen, etc.)

If so you wish, you can roll a d20 in the "Charms of the Chwinga" table, giving you a randomly selected charm.

d20 Charms of the Chwinga

1

Charm of Animal Conjuring

This charm allows you to cast Conjure Animals (3rd Level) as an action. Once used, the charm's magical properties fade away.

2

Charm of Darkvision

This charm allows you to cast Darkvision as an action, no components required. Once used, the charm's magical properties fade away.

3

Charm of Feather Falling

This charm grants you the benefits of descending 60 feet per round while falling (compared to the 500 feet per round which is usually applied to one while falling) and you take no damage from falling. This charm's effect will dissapear the next time you take a long rest.

4

Charm of Restoration

This charm allows you to cast one of the following spells as an action: Greater Restoration (Can be casted once) or Lesser Restoration (Can be casted twice). Once it has been used the specified number of times dictated by this description, the charm's magical properties fade away.

5

Charm of the Slayer

This charm allows you to turn one of your weapons into a Slayer Weapon for a specific creature type (Aberration Slayer, Beast Slayer, Celestial Slayer, Construct Slayer, Elemental Slayer, Fey Slayer, Fiend Slayer, Giant Slayer, Humanoid Slayer, Monstruosity Slayer, Ooze Slayer, Plant Slayer, or Undead Slayer. Your DM shall choose which Slayer Effect you get). When attacking a creature of said Creature Type, you get a +1 to Attack and you deal a +2d6 of extra damage of the weapon's type.  This charm's effect and magical properties will dissapear the next time you take a long rest.

6

Charm of Vitality

This charm allows you to remove any exhaustion you are suffering, along with any disease or potion affecting you. Once used, the charm's magical properties fade away.

7

Charm of Happiness

This charm allows you to change the mood of a situation so it is generally comforting and welcoming. Once used, the charm's magical properties fade away.

8

Charm of Bounty

This charm allows you to cast Create Food and Water as an action. Once used, the charm's magical properties fade away.

9

Charm of Assistance

This charm allows you to summon one Chwinga to accompany you for the day. The Chwinga will be willing to accept your order unless it places it's life on the edge. It is friendly towards your party, and your allies. It can communicate simple ideas through charades and body language. This charm's effect and magical properties will dissapear the next time you take a long rest. The Chwinga wil return to nature once you take a long rest, sharing its adventure with the other Chwinga. Your DM can choose if the summoned Chwinga is the same Chwinga as last time, or if it is a different Chwinga.

10

Charm of Persistance

When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used, the charm's magical properties fade away.

 

11

Charm of Heroism

This charm allows you to gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of Bless (no concentration required). Once used, the charm's magical properties fade away.

12

Charm of the Crystal Heart

This charm allows you to get immunity to piercing and slashing damage from nonmagical attacks, but you gain vulnerability to bludgeoning damage. This charm's effect have a duration of a single combat, and its magical properties will dissapear once it has been used.

13

Charm of the Maimed

This charm allows you to regrow a lost appendage or organ, such as an arm, a foot, or an eye. Once used, the charm's magical properties fade away.

14

Charm of the Traveler's Haven

This charm allows you to cast Leomund's Tiny Hut as an action. Once used, the charm's magical properties fade away.

15

Charm of the Magpie's Eye

This charm allows you to pinpoint the location of anything shiny (be it polished metal, an abandoned gear, a precious stone or metal, a coin, etc.) within 30 feet of you.While this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. This charm's effect and magical properties will dissapear the next time you take a long rest.

16

Charm of Serenity

This charm allows you to cast Calm Emotions. Once used, the charm's magical properties fade away. 

17

Charm of the Lock

This charm allows you to open a door, without effort, be it close or afar, within your line of sight, no matter if it is locked, damaged, or sealed. Once used, the charm's magical properties fade away.

18

Charm of the Path Tracker

This charm allows you to know a precise route between you and a creature or item you know of. The path should be able to be followed at some capacity by your capabilities, but it may be quite difficult to traverse across it. You only need to know the name of the object or creature and a vague silhoutte to use this charm on it. Once used, the charm's magical properties fade away, but you still know the route given by the charm.

19

Charm of the Curious

This charm allows you to get a +5 modifier (Instead of your regular modifier) on an Investigation or Perception check. Once used, the charm's magical properties fade away. 

20

Charm of the Lucky

This charm allows you to reroll an ability check, a saving throw, or an attack toll by rolling a d20. You can choose to do so after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. The second outcome must be chosen if this charm is used. Once used, the charm's magical properties fade away.

 


*The charm's appearance and effect shall be decided by your DM.

Natural Shelter

Starting at 6th level, you can magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. You can't be targeted by any attack, spell, or other effect while inside this shelter, but you will not be able to hear, see, feel, or speak while hidden inside your shelter. You can use your action to emerge from a shelter. If its shelter is destroyed, you are forced out and appear in the shelter's space, but otherwise, you are unharmed.

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

 

Boon of the Charm Maker

Starting at 10th level, you can crafts charms of your own, mimicking the small but craftsy Chwinga. As long as you are surrounded by the materials needed to craft a charm (usually meaning being amidst nature), you can craft a charm by rolling on the "Boons of the Chwinga" table. When using this feat, you must select an intelligent creature, which will be the only one which will be able to use that charm. This feature cannot be used until the charm created by it is consumed.


Natural Prison

Starting at 14th level, you can use your action to hide someone or something in something of similar size that has been left untouched by civilization (such as a rock, a puddle, a lake, etc.). It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature becomes sealed within the chosen item. Items automatically fail their Saving Throws, unless they are sentient in any way.

If the Natural Prison were to be broken, the creature or item appears where it once was.

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

The Chwingas Image

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