Warlock
Base Class: Warlock

Since even before the world came into creation, monsters of the darkest night have stalked the endless abyss. The entity you have entered into a pact with has been in existence since the beginning of time. It has always existed, and will continue to exist long after everything in the universe has been reduced to ashes. They may be a creature from the abyss, seeking to return the universe to the cold chaotic nonexistence. They may have been once the good God of Time, now corrupted and turned evil. Or they may be a creature that exists within time itself, riding out the strokes of the universe, taunting the mortals who are like toys to it. 

 

Expanded Spell List

At 1st level, the Eternally Immemorial 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.

1st-level Eternally Immemorial feature

Eternally Immemorial Expanded Spells

SPELL LEVEL SPELLS
1st  absorb elements, gift of alacrity
2nd   blur, wither and bloom
3rd   haste, slow
4th   aura of life, death ward
5th   legend lore, reincarnate

Memento Mori

1st-level Eternally Immemorial feature

At 1st level, you come to understand your eventual death, and attempt to delay it. As a bonus action, you get a sliver of your patron's immortal Inheritance. You gain 4 stacks of Inheritance. Your Inheritance decays one stack every round. While you have at least one Inheritance stack, you gains the following features: 

  • Time begins to slow around you, you gain advantage on Dexterity saving throws
  • Your attacks seem to move faster than normal. Once per turn, when you hit a creature with an attack, you deal 1d6 bonus necrotic damage
  • Every time you die, you twist fate to your will and persist. When you take damage, instead of losing health from your current hit points, your Inheritance loses hit points instead. Each stack of Inheritance has hit points equal to 1/4 of your total warlock hit points
  • Time no longer has it's restraint on you. When a creature attempt to impose the Exhausted condition onto you, you are immune to this instance of Exhaustion. In addition, you can use your reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature becomes Exhausted until the end of your next turn. 

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. 

Omens of the Future

1st-level Eternally Immemorial feature

Each time you take a long rest, you automatically cast the spell Divination as a ritual. When you do this, you do not require somatic or material components. Doing so contacts you with your patron, and the DM may reply in an additional way, in the form of a prophetic nightmare. 

Touch of the Endless

6th-level Eternally Immemorial feature

Beginning at 6th level, you start to age slower, For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

In addition, you gain glimpses of how your patron views time, in doing so you can predict the fastest way to success. When you roll a 9 or lower on an ability check, you can roll a d100. If the roll on the d100 equals more than your level, nothing happens and you can use this feature again. If the roll on the d100 equals less than your level, the roll instead changes to a 10. 

Once you change the roll to a 10, you can't use it again until you finish a long rest.  

Danse Macabre

6th-level Eternally Immemorial feature

Your connection to the eventual death of all living creatures becomes more and more intimate. Beginning at 6th level, when you have at least one Inheritance stack, you gain the following features

  • Instead of your attacks dealing 1d6 bonus necrotic damage once per turn, they instead deal 1d6 necrotic damage per Inheritance (maximum 2d6 damage). 
  • Your Inheritance's health increases to being half your total warlock hit points, instead of 1/4 your total warlock hit points. 
  • When you reduce a creature to 0 hit points, you experience Rebirth. You gain an additional Inheritance stack, increased to 2 Inheritance stacks if you have only 1 Inheritance stack remaining. In addition, creatures of your choice within 30 ft of you that can see you experiencing Rebirth make a Wisdom Saving Throw. On a failed save, the creature is frightened and must immediately flee. While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of each of it's turns, it must make a Wisdom Saving Throw. On a successful save, the creature is no longer frightened. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature is no longer frightened. 

Reverse the Chronology

10th-level Eternally Immemorial feature

Your patron grants you a small part of their manipulation of time. Starting at 10th level, you learn the spell Temporal Shunt. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Intimate Heritage

10th-level Eternally Immemorial feature

You become more in tuned with your patron's connection to the world, and come to understand it's hand in your own creation. Beginning at 10h level, when you have at least one Inheritance stack, you gain the following features

  • The maximum bonus necrotic damage you deal per Inheritance stack increases from 2d6 to 3d6. 
  • When you activate Memento Mori with your bonus action, you gain two additional Inheritance stacks. 

Embrace the Aeons

14th-level Eternally Immemorial feature

You have fully embraced your place in the universe, you understand that you have always been indebted to your patron, and will forever be in service to them. Beginning at 14h level, when you have at least one Inheritance stack, you gain the following features: 

  • You no longer have a maximum bonus damage per Inheritance stack
  • You gain a +2 to AC 
  • Space begins to bend around you, you gain a flying speed equal to your walking speed
  • You gain proficiency in Strength and Constitution Saving Throws
  •  You can use your action to make a ranged attack using a weapon you are wielding or a cantrip against any number of creatures within 10 feet of a point you can see. If you are able to make multiple attacks, such as with Eldritch Blast or with Extra Attack, you can only make one Attack. When you do so, you can treat a roll of 9 or lower on the d20 as a 10. Once you use this feature, you cannot use it again until a long rest. 

In addition, you can regain one stack of Memento Mori when you take a short rest

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