Base Class: Warlock
"The Way has attributes and evidence, but it has no action and no form. It may be transmitted but cannot be received. It may be apprehended but cannot be seen. From the root, from the stock, before there was heaven or earth, for all eternity truly has it existed. It inspirits demons and gods, gives birth to heaven and earth. It lies above the zenith but is not high; it lies beneath the nadir but is not deep. It is prior to heaven and earth, but is not ancient; it is senior to high antiquity, but it is not old." –excerpt from the Zhuangzi
The multiverse exists in a state of balance– light balances with dark, good balances with evil, chaos balances with law. These forces do not oppose each other, but complete each other; one cannot exist without the other, and without both, the multiverse would cease to be. The deities and forces of the world act in order to maintain this balance, although they might not know it.
…But sometimes the multiverse needs a little help. You live your life as an agent of the yang, the light, tasked with balancing out the forces of the yin, the dark. The yang is not a deity with which you commune, but a natural force with which you have a spiritual connection. Through meditation and signals from the natural world, the yang guides you to where you are needed most, and grants you strength in your trials to oppose the dark. However, your desire to intervene only extends to times when you believe the natural balances of the world are at risk. You might ignore instances of evil that you believe are "all part of the balance of life."
When will you choose to act? Who will deserve your intervention? And how will you keep the balance of the world in check?
Expanded Spell List
The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Bless, Detect Evil and Good |
| 2nd | Flame Blade, Zone of Truth |
| 3rd | Daylight, Haste |
| 4th | Fire Shield, Freedom of Movement |
| 5th | Flame Strike, Dispel Evil and Good |
Bonus Cantrips
At 1st level, you learn the Control Flames and Light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Bane of Imbalance
As an action, you can imbue yourself with the effects of the Protection From Evil and Good spell for a duration of 1 minute. During this time, you also have resistance to radiant or necrotic damage (your choice), and your attacks deal an extra 1d4 damage to aberrations, celestials, elementals, fey, fiends, and undead.
Once you've used this feature, you must complete a long rest before doing so again.
Active Strength
Beginning at 6th level, your energy and impatience is a boon to you in battle.
If you move at least 15 feet on your turn, you have advantage on the next attack roll you make on the same turn.
Controller of Light
At 10th level, you have learned to bend light to your will. You gain immunity to the blinded condition.
As an action, you choose a source of bright magical light that you can see. The bright light cast by this source must be spherical, and have a radius no larger than 60 feet. You twist the sphere of light into shimmering magical ropes, and attempt to bind creatures in the bright light's area with them. Creatures of your choice that you can see within the bright light's area must succeed on a Constitution saving throw against your spell save DC, or be restrained by the glowing binds. The number of creatures that you can target is equal to the radius of the bright light (in feet) divided by 20. For example, you could target 1 creature in a 20-foot sphere, or up to 3 creatures in a 60-foot sphere. Regardless of how many creatures are restrained, the entire sphere of light disappears. Creatures restrained in this manner can repeat the saving throw against being restrained at the end of each of their turns. Once you've used this feature, you must complete a long rest before doing so again.
Positive Energy Field
At 14th level, you are able to manipulate the positive energies surrounding you.
As an action, you generate an aura of bright light centered on yourself, which last for a duration of 1 minute. This aura is a sphere with a radius of 20 feet, and moves with you as you do. While this aura is active, creatures within its radius that can be blinded have disadvantage on attack rolls against you, and disadvantage on saving throws against your spells and features, including your Controller of Light feature. If you use the aura to try to bind a target with your Controller of Light feature, the aura disappears.
As an action, you can dismiss the aura with a flash of light, causing ripples of positive energy to flow out from you in every direction. Each creature of your choice within 60 feet of you regains HP equal to 1d12 + your Charisma modifier. The aura then disappears.
You must complete a long rest before using this feature again.
Previous Versions
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3/28/2019 10:25:52 AM
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Coming Soon
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