Base Class: Warlock
You have entered a pact with an unknowable being. An entity of stone and blood allows you to draw on its arcane power. It may have appeared in your dreams or your endless ambition allowed you to tap into its power passively.
Perhaps you were born into a family of wizards but lacked the talent yourself. Or you might have gained new power after performing an overly ambitious spell. Whatever the reason for your pact, you have learned to manipulate the weave like no other.
As a warlock of the stone god you gain access to the wizard spell list.
Pact in Blood
Your pact has connected you intrinsically to the very nature of magic. You may cast the spell detect magic at will but suffer 1d4 force damage, which cannot be reduced, when casting the spell.
Arcane Folly
Starting at level 1, you may cast dispel magic a number of times equal to your proficiency modifier. If attempted on a spell effect of 4th level or higher it instantly fails. All uses recharge after a long rest.
Conjure Avatar
Starting at level 6, using your action you cast Conjure Avatar which creates an illusory duplicate of yourself. The spell is equal to your highest spell slot, which it consumes, and can be counterspelled. The duplicate can take actions and otherwise be affected as a normal creature. It appears to be the same as the you but without your equipment and has only 1 hitpoint. The avatar is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The avatar lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. The avatar lasts until it drops to 0 hit points, at which point you take 1d6 force damage that cannot be reduced in any way. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Heart of Stone
Starting at 10th level you gain the ability to resist magical effects. When you are targeted by a spell or magical effect you may use your reaction to give your self advantage on your saving throw or the enemy disadvantage on their attack roll.
Additionally, you gain resistance to one damage type. This change may manifest in ashy stone skin, or a red hue to your skin or eyes.
Acid Resistance
Acid resistance
Bludgeoning Resistance
Bludgeoning resistance
Cold Resistance
Cold resistance
Fire Resistance
Fire resistance
Force Resistance
Force resistance
Lightning Resistance
Lightning resistance
Necrotic Resistance
Necrotic resistance
Piercing Resistance
Piercing resistance
Poison
Poison resistance
Psychic Resistance
Psychic resistance
Radiant Resistance
Radiant resistance
Slashing Resistance
Slashing resistance
Thunder Resistance
Thunder resistance
Bloody Apotheosis
Upon reaching 14th level, you may switch out one of your spells granted by your Mystic Arcanum feature once per short rest with another spell available to you. Upon doing so you take 1d8 force damage which cannot be reduced in any way.
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