Warlock
Base Class: Warlock

The Twins are powerful entities locked to each other, willing to give their power and Favor to those who seek it to use it wisely. But their opposite nature makes decisions hard to be made, only when common ground is achieved may the true extend of their power be unleashed.

The main mechanical property of this subclass is the Twin's favor, where you must try to communicate and persuade both Twins to help you in your goals, doing so reward you with more power than you average Warlock but it's not always that you may find your way.

Expanded Spell List

The Twins 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.

Twins Expanded Spells
  • 1st: Identify, Sanctuary
  • 2nd: Locate Object, Blur
  • 3rd: Blink, Call Lightning
  • 4th: Arcane Eye, Locate Creature
  • 5th: Telekinesis, Wall of Force

Twin's Favor

Starting at 1st level, you can call to the Twins for an magical favor, though if they will grant your plea is another tale.

You can as a bonus action to call a Favor from your patrons, to do so, choose one of the following Favors on the Favors table and do the equivalent Charisma (Persuasion) check:

Magical Favor | Charisma (Persuasion) DC

  • Emergency Power You can cast a Warlock spell or cantrip as part of the bonus action as long as you have all the necessary spell components and spell slots to do so. | DC15 + 1 for each level of the spell. (As an example, a cantrip would be of DC15 while a 4th level spell would be of DC19)
  • Higher Guidance You roll 1d6 to add to one attack roll or saving throw you make, this effect lasts up to 1 minute or until you use it. | DC16.
  • Magical Restoration You restore 1 expended spell slot of your choice as part of the bonus action to either yourself or 1 willing creature that you can touch. | DC12 + 2 for each level of the spell. (As an example, a 1st level spell would be of DC14 while an 8th level spell would be of DC28)
  • Ancient Wisdom You choose a particular creature, object, location or subject to learn about, for the next minute, you or a willing creature you can touch will gain advantage on either ability checks, attack rolls or saving throws related to your choice. | DC18 + 2 if re choosing a previous choice.

You can try for a Favor a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses when finishing a long rest. 

Dimension Rift

Starting at 6th level, you can cast Dimension Door once per short rest without needing to use a spell slot.

You can also create a Dimension Rift as an action to your Patron's domain allowing you to enter a relative safe space, you can bring along objects as long as their weight doesn’t exceed what you can carry but no creatures other than yourself can come to the domain. You can come and stay in that area for how long your Patron allows you to use this domain.

Conflicting Guidance

You learn to follow the advice of the Twins though one usually disagrees with the other, so following one might prove better or worst.

Starting at 10th level, whenever you fail any ability check you can reroll it once, you must choose the new roll. You can use this feature once per short rest or use 1 Favor instead.

Earned Favor

Starting at 14th level, you have shown to be a particularly good asset to your Patrons and now learned to talk to your Patrons to gain even more of their Favor.

You can now expend 1 minute to talk to your Patrons, doing so requires concentration and at the end you regain all you expended Favors. You can use this feature once per long rest.

Previous Versions

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