Warlock
Base Class: Warlock

You have made a pact with a being that travels between planes, connecting distant places. Perhaps your patron came from a different plane to the one they reside in now, or maybe they are a tourist, travelling between different planes. They could be travelling not of their own vollition, fugitive or banished, longing for their home plane or wishing to never see it again. They reside over doorways and liminal spaces, messages and the threads that connect beings and places to one another. 

Expanded Spell List

The Traveller 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.

Emissary

Starting at 1st level, you can cast the Sending spell a number of times equal to 1 + your spellcasting modifier. 

Traveller's Gait

Starting at 6th level, your patron walks beside you, guiding your steps. Choose one of the following options:

Scurry

You walk lightly, fast and determined

  • you gain 10 feet of movement speed
  • you ignore difficult terrain

Wander

You take your time on the road, slow and sure, taking in your surroundings

  • When making a Wisdom (Perception) check, add your spellcasting modifier to the roll
  • When making a Dexterity (Stealth) check, roll with advantage.

Charming Presence

Starting at 10th level, your mind is immune to forced connections. You are immune to being charmed, and gain advantage on resisting any effect attempting to alter your mind or will. When a creature attempts to alter you with such an effect, you may choose to charm them in return. The creature must succeed on a WWisdom saving through against your spell save DC, or be charmed for the next minute, or until it takes damage. Creatures who cannot be charmed are unaffected.

Shortcut

Starting at 14th level, your patron may grant you and your allys passage through the realm they reside in now. Once per short or long rest, you may petition your patron for safe passage through their realm. They will guide you through the realm they are in currently, for a distance of up to 1d10 hours from where you started. Time passes differently in the shortcut: every minute in the other plane equals an hour on the material plane.

for every hour that passes in the material plane, you must make a constitution saving throw dc 10 + the number of hours you apent away from the material plane, or be ejected back into it. You will appear in the nearest unoccupied spot to where you would be walking said hour by foot in the same direction. 

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