Warlock
Base Class: Warlock

The Nic Bre is an entity from a world far beyond the reach of the stars. This being resides in unknown regions, calling upon individuals from selected worlds to assist them in achieving a specific goal. The Nic Bre will call upon these individuals when they are at their lowest and give them a chance to do something right with their lives. In exchange for being granted magical abilities, these Warlocks will assist their Patron in their quest. While on their journey, the Warlock will search for materials and scriptures that would construct an ancient, otherworldly artifact, known as The Marker, in order to help destroy it and prevent it from bringing upon a terrible Blight to the Warlock's home world. The one caveat of the Nic Bre's magic is that it comes with a hallucinogenic property. As long as the Warlock properly takes care of their mental health, then the hallucinations will be mild. However, the lower their mental health, the worse the hallucinations will become. It is uncertain if the Nic Bre's intentions are as they seem, but one thing is certain. When someone threatens a Warlock with the Nic Bre on their side, they're in for a rough day.

Nic Bre Expanded Spells

The Nic Bre's magic channels throughout the world and is able to pull from powers that normally would not be accessible to the Warlock. The Nic Bre allows access to the following spells:

  • 1st Level: Chaos Bolt, Dissonant Whispers
  • 2nd Level: Blur, Wither and Bloom
  • 3rd Level: Pulse Wave, Speak with Dead
  • 4th Level: Evard's Black Tentacles, Phantasmal Killer
  • 5th Level: Mislead, Reincarnate

Hieroglyphic Cypher

In order to properly discern which scriptures are for the construction of The Marker, the Warlock is granted the ability to both read and write in Primordial, however they are not granted the ability to speak it in any capacity.

Hallucinogenic Mind

The Nic Bre's magic may be powerful, but it comes with one major drawback. The use of their magic will cause the user to begin experiencing hallucinations, ones that show ties both to The Marker, and the user's own psyche as well. The hallucinations will only get worse the worse the user's mental health becomes, and their mental health will get worse the more they use magic without taking proper care of themselves.

After the Warlock uses a spell slot, take away 1 point point from their mental health per level of spell slot. (i.e. 2nd Level Spell Slot takes away 2 points of mental health) The mental health pool starts out at 20 points. The lower the mental health is will determine how severe the hallucinations will become. The severity is as follows:

  • 20-18: Minor Auditory Hallucinations
  • 17-15: Auditory and Visual Hallucinations
  • 14-12: Hallucinations begin to physically interact with Warlock slightly (i.e. physical touch and small movements) 
  • 11-9: Hallucinations' physical interaction with Warlock is now moderate (i.e. pushing Warlock to the ground)
  • 8-6: Hallucinations will be able to cause slight physical harm to the Warlock. The hallucinations will be able to inflict small wounds to the Warlock like scratches and bites.
  • 5-3: Hallucinations can now cause great harm to the Warlock physically. The hallucinations can inflict greater wounds to the Warlock through punches and even using non-lethal weapon strikes, to the point where the Warlock and become incapacitated
  • 2-0: Hallucinations now have the capability to kill the Warlock. The Warlock will be able to engage the hallucination in combat as if it was real. The stats of the hallucination is dependent on the form it has taken. Use appropriate stat block for hallucination at 3/4 stats since it is still not real it would not be at the same level of the real thing. (Take the stats of the creature or object that is representing the hallucination and reduce them to 75% of their max capability)

The lose of mental health points is not permanent and can be restored through different acts. A short rest will restore 1 point of mental health, while a long rest will restore 2 points of mental health. Other acts (such as meditation, talking to others, doing something you enjoy, etc.) will allow you to roll 1d4 to determine how many mental health points are restored. There is no limit to how many times per day this can occur, however you must spend at least the same amount of time as a short rest (4 hours) on each activity in order to trigger the roll.

Ancient Archeologist

The Nic Bre's quest for the Marker has led the Warlock down many ancient tomes and scriptures, as well as into many dangerous catacombs and dungeons. As such, the Warlock has been able to gather knowledge on subjects he did not even intend to learn. The Warlock is able to choose 1 new exotic language to learn, 1 new language to learn, and 1 skill proficiency.

Marker's Immunity

To help aid the Warlock in their journey to destroy the Marker, the Nic Bre grants the Warlock immunity to any and all necrotic damage.

Marker's Blight

The Warlock has learned a lot about the power of the Marker and what it is capable of. Because of this, the Nic Bre has granted the Warlock the ability to pull power from the Marker and imbue their spells and weapons with this power. The Warlock now has the ability to apply necrotic damage to their weapons and spells. This can be done up to 3 times per long rest, after which all charges are restored.

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