Warlock
Base Class: Warlock

There are warlock patrons who use their pacts to further goals in realms far from their homes and those who use pacts to amuse themselves, but one must never forget those patrons whose pacts are forged for the purpose of maintaining the cycles of the multiverse. Though these patrons choose their pacts carefully, their warlocks never truly have an idea of the grand purpose for which they were selected. Patrons concerned with the Ending of Things rarely concern themselves with the labels of Good and Evil, and make decisions and actions based upon what they believe to be the natural order of the cosmos. Potential warlock patrons for this subclass include Primus, the first ruler of Mechanus; Protanther, the gold Great Wyrm; Hadar, the all-consuming star; and every entity of death and emptiness with the power and desire to make a deal.

Expanded Spell List

A deal with an Ending of All Things patron 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.

Level 1 Spells: Bane, Sleep

Level 2 Spells: See Invisibility, Silence

Level 3 Spells: Bestow Curse, Slow

Level 4 Spells: Confusion, Locate Creature

Level 5 Spells:  Cone of Cold, Modify Memory

Undisturbed Sleep

Starting at 1st level, your patron bestows upon you the Decompose cantrip, as described below.

Decompose
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Raising this creature from the dead in a physical form, such as a skeleton or a zombie, requires the necromancer to make a Charisma check equal 10 minus the level of the spell they are casting. On a failed check, the spell does not affect the decomposed creature. All other forms of contacting the dead creature are unaffected, as are forms of resurrection that do not require the body of the creature.

Untimely Wane

Also beginning at 1st level, you gain knowledge of the ebbs and flows of power within others. When a creature you can see succeeds on an attack roll, ability check, or saving throw, you may use your reaction to force the creature to reroll and take the lower of the two rolls. You can use this ability a number of times equal to your proficiency modifier, regaining all expended uses on a long rest.

Hastening the Inevitable

Starting at 6th level, you can feel the loose knots and fraying edges in others' spellweaving. When you attempt to prevent or dismiss a spell or magical effect, such as by means of the Counterspell or Dispel Magic, add your proficiency bonus when making a roll to counter or dispel a spell above the slot level expended.

Harbinger of the End

At 10th level, your very presence can cow those who would try to resist your plans. Creatures who attack you must roll a Charisma saving throw against your spell save DC. If the saving throw fails, the creature becomes frightened of you until the end of their next turn. A creature who becomes frightened in this way cannot be affected again until it has finished a long rest.

The Bell Tolls

When you reach 14th level, your body and spells are attuned to overcoming the defenses of those you mark for elimination. At the end of a long rest, you may choose one of the following types of creatures: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Your attack rolls against creatures of this type are made with advantage. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/14/2022 3:07:55 PM
14
0
0.5
Coming Soon
12/14/2022 11:07:49 PM
25
0
1
Coming Soon
2/19/2023 3:09:29 AM
56
1
1.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes