Warlock
Base Class: Warlock

Your pact has been made with a substance or being that causes hallucinations, be it because of chemicals in the brain or because of magical properties. Most of this substances or beings have connections to the Feywild, the plane where fey come from.  

Expanded Spell List

The Kaleidoscope 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.

Kaleidoscope Expanded Spells
Spell Level Spells

1st

disguise self, silent image

2nd

magic mouth, shadow blade

3rd

blink, clairvoyance

4th

hallucinatory terrain, greater invisibility

5th

dream, animate objects

Kaleidoscpical Properties

Starting at 1st level, you are immune to magical spells and effects that require you to sleep, like the Sleep spell, but not to spells and effects that put you to dream, like the Dream spell. Also at 1st level, you lose the need to sleep if you had it.

Kaleidoscope Clone

Starting at 6th level, you can use kaleidoscopical lights to summon a distorted copy of you in an unoccupied space you can see within 15 foot range of you. This clone has a number of hit points equal to 10 + your Charisma modifier + your proficiency bonus. The clone replicates your action in your same turn, but with a variation every time.

Every time you make an attack or use a spell which needs a target, your clone can either do nothing for his action, or replicate the exact roll and damage but choosing another target.

Every time you move using any action (excluding teleportation spells), the clone moves along with you.

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

Kaleidoscope Eyes

Starting at 10th level, you get darkvision. You can see in dim light within 80 feet of you as if it were bright light, and in darkness as if it were dim light. Also at 10th level, you get the ability to see through illusions that hide or change physical or psychical traits, as well as knowing a creature's true alignment even behind an illusion.

Kaleidoscopical Lights

At 10th level, you can call on your patron to create lights and flames on the battlefield. As an action, you can call on your patron to cause one of this three effects on the battlefield:

- Rays of coloured lights come from your chest, hand, eyes or focus, causing 1d6 radiant damage to up to 5 foes at the same time.

- Bolts of lightning spread from you through the floor. Everyone in a 20-feet radius of you has to make a Dexterity saving throw. In a fail, the creature suffers 1d6 lightning damage. In a success, the damage is halved.

- 1d4 dazzling balls of fire start spawning around you, and then go at extreme speed to one enemy each. Each ball deals 1d6 fire damage to the enemy, and you can direct more than one ball to a single foe.

The damage that these effects deal escalates from level to level, so at 14th level they deal 1d8, and at 18th level they deal 1d10. You can use each of these effects once per long rest.

Feywild Connections

Starting at 14th level, your creature type changes to fey if it wasn't already.

Also at 14th level, you gain the ability to target one humanoid, fey, fiend or beast that you can see within 30 feet of you as a bonus action. Then, your patron creates a link between you this target, so the target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. You can have no more than five creatures charmed at a time. This number grows through your warlock levels, getting to 6 creatures at 16th level and 7 creatures at 18th level.

You can use this feature a number of times equal to your Charisma modifier per short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2022 12:00:17 AM
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