Warlock
Base Class: Warlock

You woke up in your bed with a strange cold feeling. Then you realised this is not your world. You were in a place the time doesn't exist. You were in a place no living mattered. You were in a place that is the end of all things, and the beginning. Then a black-eyed man who was wearing a nice looking suit, with the cold shadow caming from his body, appeared from a shady dust Then you woke up, feeling the power in you. Some people would say that the Outsider is the god of secrets, time and space, but in some ways no living person can really understand what it is. For now, it seems no human can see who he really is. Bored god? A fiend? Norn? The Great Old One who took human form?

Bonus Proficiencies

You gain expertise with stealth, sleight of hand and martial weapons

Expanded Spell List

Outsider Expanded Spells
Spell Level Spells
1st expeditious retreat, silent image
2nd find trapsdetect thoughts
3rd haste, conjure animals
4th divination, freedom of movement
5th mislead, modify memory

 

In addition, you may take stop time as your Mystic Arcanum spell at 17th level.

Starting at 1st level, you can spend a bonus action on your turn to move to a point within 10 feet. This movement is impossibly fast and does not provoke attacks of opportunity. You then have advantage on the first weapon attack you make before the end of your turn.

You can also use this ability to pass through a creature's line of sight without being spotted. When moving through spaces a creature can see, they must make a Wisdom (Perception) check against your spell save DC to see you move.

You can use this ability a number of times equal to your Charisma modifier (minimum of 1) before you must complete a short or long rest.

Eldritch Assassin

The Outsider drives you to attack with the fervor of a true assassin. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally you learn how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d4 force damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

Possession

Starting at 10th level, you can attempt to take control of another creature's body for a short time. As an action, you can choose a creature you can see within 10 feet to possess for a number of rounds equal to half your warlock level rounded down. The target must make a Charisma saving throw against your spell save DC or be possessed. The target has disadvantage on the save if you are hidden. Targets with an Intelligence of 4 or less automatically fail the saving throw.

While possessing a creature, your body and equipment are absorbed into the target for the duration and they have no control of any actions they take. You cannot talk or take the Dash action in this form or perform complex actions like casting spells. You can end the possession early as a bonus action. If the possessed creature takes damage, you take an equal amount that cannot be avoided or reduced. If you or the possessed creature drop to 0 hit points, you also drop to 0 hit points and this effect ends.

When this effect ends, you and your equipment are placed in a space of your choice within 5 feet of the creature. The creature is left stunned for 1 round and has no recollection of events that occurred while it was possessed.

Once you use this feature, you must complete a short or long rest before you can use it again.

Bend Time

At 14th level, your universal understanding of time changes. You are immune to effects of slow and time stop spells.

Also as a bonus action, you can bend time and reach the supernational limits of speed. For number of turns equal to half your charisma modifier, you can have two actions instead of one. You must finish a long rest to use this feature again.

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