Base Class: Warlock
A fandom is a capricious force, a collection of people with whom you have a connection. Perhaps you were an entertaining jokester, a serious force of personality, or a hateable *******. Regardless, you have become the center of attention. If deities gain their power through worship, then you gain yours through viewership. Whether through ritual or pact, you forged this connection, and now your fate is intertwined with your audience. Of course, fandoms are a fickle force, and are quick to abandon those that fail to fascinate them. So, be a rowdy game streamer, a flirtatious hottie, a righteous reporter, a director of Internet drama.
Be anything, except boring.
Expanded Spell list
The Fandom 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.
SPELL LEVEL SPELLS
1st guiding bolt, hideous laughter
2nd enhance ability, mind spike
3rd catnap, spirit guardians
4th compulsion, resilient sphere
5th dominate person, modify memory
Always Online
Starting at 1st level, you gain the benefits of having a sense-log augment installed without requiring surgery or counting against your total number of augments installed. The data you record can be magically uploaded in real-time to the internet and broadcasted online to viewers on your streaming platform of choice. Additionally, you learn the vicious mockery cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.
Fandom's Favor
At 1st level, you can attempt to sway your fickle fandom into granting you aid. As a bonus action, you can choose a Favor from the Fandom’s Favor table. Make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check against the Favor’s DC. On a successful check, the effects of that Favor occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Favor DC EFFECT
Cheer 10 You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Chat 12 You instantly cast the augury spell without material components.
Troll 15 You instantly cast the hex spell at 1st level without material components, and without expending a spell slot, on a creature within 90 feet of you. If the target drops to 0 hit points, the spell ends.
Dox 18 Choose a creature within 60 feet of you. You learn the creature’s damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Boost 20 One creature you can see other than yourself within 60 feet of you gains advantage on its attacks until the end of its next turn.
Donate 22 You magically create a nonliving object you’ve seen before in an empty space within 5 feet of you. The object can be no larger than a 1-foot cube and its credit value can’t worth more than 3,000 times your warlock level. The DM decides if a specific item can be created in this manner, and its value. It vanishes after 1 hour.
Subscribe 25 You regain an expended spell slot from your Pact Magic feature. Once you regain a spell slot with this effect, you must finish a long rest before you can do so again.
Larger Than Life
At 6th level, you can exaggerate or accentuate your personality while surrendering your dignity or sanity. When you make a Charisma ability check you can choose to roll an additional d20 after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the ability check, and you take psychic damage equal to half your warlock level. Once you use this feature, you must finish a short or long rest before you can use it again.
Marathoner
At 10th level, you can ignore the effects of the exhaustion condition until you suffer level 6 exhaustion. At level 6 exhaustion, you die. Additionally, you gain proficiency in Constitution saving throws.
Cult Of Personality
At 14th level, you can harness the unpredictable and dangerous passion your fandom has for you into a physical manifestation. As an action, you summon a Swarm of Fandom in an unoccupied space you can see within 60 feet of you. It is a swarm of tiny celestial, fey, or fiend creatures (your choice). The swarm disappears when it drops to 0 hit points, or after 1 minute.
Roll initiative for the swarm, which has its own turns. When you summon it and on each of your turns thereafter until your concentration ends (as if you were concentrating on a spell), you can issue a verbal command to it as a bonus action, telling it what it must do on its next turn. If you issue no command, it spends its turn pursuing and attacking the nearest creature that has damaged it. If you lose concentration, your control of the swarm ends for the rest of the duration, and the swarm spends its turns pursuing and attacking the nearest creatures to the best of its ability. As an action, you can dismiss the swarm, causing it to disappear. Once you use this feature, you must finish a long rest before you can use it again.
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