Warlock
Base Class: Warlock

Your patron is a mysterious being intricately connected with magic. Once a creature with an innate affinity for magic, it drew immense amounts of magic from its surroundings, resulting in an implosion of magical force. Mind and body scattered, The Eternal has spent centuries slowly reclaiming it’s mind, while at the same time granting some of its knowledge and former power to other creatures, in an attempt to regain a foothold in the physical world.

 

Expanded Spell List

The Eternal 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.

Eternal Expanded Spells

Spell Level          Spells

1st                        identify, magic missile

2nd                       magic weapon, see invisibility

3rd                        bestow curse, glyph of warding

4th                        divination, greater invisibility

5th                        telekinesis, wall of force

Sixth Sense

Starting at 1st level, you gain a faint sense of the magic surrounding you. You can sense the presence of magic within 5 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The range of this feature increases to 10 feet at 10th level, and 15 feet at 20th level.

Spell Catcher

Starting at 6th level, you can absorb incoming spells. When you are hit by a single target spell that would deal damage, you may decide to take the highest possible amount of damage from the spell, in order to regain a spell slot. If the spell has no damaging effect, you may instead decide to fail your saving throw, in order to gain a spell slot. If the level of the spell cast is lower than your current spell slot level, you don’t regain a spell slot, but may instead use your reaction to cast a spell with a casting time of 1 action.

Arcane Protection

Starting at 10th level, your patron teaches you how to defend yourself using residual magic from your surroundings. You can cast the Shield spell three times, without expending any spell slots. You regain 1 use of the spell after a short rest, and all 3 uses after a long rest. Furthermore, you may use your reaction to add 1d8 to any saving throw against magic. Once you use this feature, you can’t use it again until you finish a short or long rest.

Magic Mayhem

Starting at 14th level, you can draw upon the raw magic in your surroundings, creating a barrage of magical explosions.  You can use this feat to cast magic missile as a 9th level spell.  This spell automatically deals the highest possible amount of damage. Once you use this feature, you can’t use it again until you finish a long rest.

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