Warlock
Base Class: Warlock

The dark and forgotten places of the world are home to many powers that are best left undisturbed by mortals. Your patron is one such power, an ancient and living tome of long lost magics. 

Perhaps your patron is a cracked and crumbling clay tablet from a civilization long-forgotten. It contains the secrets of a race who worked magic at a time when the continents were one. Or it may be a carefully crafted book, wrapped in the skin of its creator's first servants. It is a repository of the secrets she learned while delving too deeply into the foundations of existence itself--and eventually those secrets proved her undoing. Lost or entombed, it sits alone on a pedestal surrounded by a cold, underground lake, or in a small cave on a high mountain peak of a forgotten range. And somehow, you found it. Or it called you to it. Or it simply appeared in your dreams one night. You do not carry it with you--indeed, you may not have ever physically been in its presence. And it has more important things to do...

Whatever the form, your patron is a text imbued with arcane and otherworldly power--and it is alive. And reaching out. Its goals are inscrutable, and it is selfish with its power. You were allowed to read only the first few lines--but that alone bestowed your powers and forever changed the way you perceive the world. As you progress in power and in your service to The Grimoire, is allows you to see more of its secrets. New pages are revealed in dreams--they are terrible and awesome and thrilling, and when you awake, you remember only a portion of what you saw. But it is enough. Your powers increase, and your service to The Grimoire continues. 

There are legends of foolish mortals, unable to contain the power they discovered, who have been transformed by the magics inside into wraiths, spirits, husks of their former selves. Slaves to the Grimoire, these beings roam the dark in a kind of half-life, horrifying cousins to you, The Grimoire's faithful servant. You serve your new patron, but you are aware of the dangers all the same. 

 

 

The Grimoire Expanded Spells

The Grimoire 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- False Life, Ray of Sickness

2nd- Blindness/Deafness, Phantasmal Force

3rd- Glyph of Warding, Nondetection

4th- Confusion, Death Ward

5th- Dominate Person, Teleportation Circle

Arcane Wellspring

Beginning at 1st level, when you gain the ability to learn new spells, The Grimoire reveals more of its own secrets to you. You begin at 1st level knowing one more cantrip and 1st level spell than listed. Thereafter, at all successive levels where your Spell Slot level increases (3rd, 5th, 7th, 9th), you learn an additional spell of the newly available level. You gain an additional cantrip any time your number of cantrips known increases. The additional spells granted by this feature may be from any list you have the ability to choose from.  Your spell slots are unaffected, and this feature does not apply to spells learned via the Mystic Arcanum feature. For multiclassed warlocks with additional spellcasting abilities, at any level where a new spell level is made available to you, you learn one additional spell of that level.

You also gain the ability to recall with perfect accuracy any text you read.

Gift of the Black Tome

Beginning at 6th level, you may imbue others with the spell abilities your patron has granted you.

By touching a willing sentient creature, you may take an action to grant them the ability to cast one of your known spells. The creature must be of an appropriate level to cast the spell, judging as if they were a warlock of their current level--for example a being must be 5th level or higher (DM's discretion for creatures without class levels) to be granted a 3rd level spell. The creature may cast this spell as if they were a warlock of their own level at any time in the next 24 hours, or until you use this feature again. The spell uses the creature's ability scores, level, and other statistics, instead of yours, as if they were a warlock of their current level. If the spell is a cantrip, they may cast the spell up to 3 times. Using this feature does not cost you a spell slot.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Servant of the Darkness

Beginning at 10th level, your mind has been altered by your exposure to The Grimoire. You are immune to fear, and you have advantage against enchantment spells of any level you are yourself able to cast spells from.

Thralls of the Ancients

Beginning at 14th level, you can force others into service to the Grimoire. As an action, choose a humanoid creature within 30 feet of you that has died within the last 10 minutes. That creature is returned to life as a servant of The Grimoire. While not undead, it is otherwise identical to either a Wight or a Wraith (50% chance of either) in statistics, appearance, and abilities. It is a committed servant of The Grimoire and therefore your ally, but not under your control. It will assist you as it is able until your next long rest, after which The Grimoire may decide that it has uses for its new servant elsewhere (DM's discretion). The thrall is under the DM's control and intelligent, retaining its memories of its former life, and will be unlikely to behave in obviously suicidal or self-harming ways.

Once you use this feature, you cannot use it again until you complete a short or long rest.

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