Base Class: Warlock
Your patron is a spirit, an entity of legend who holds secrets of the weave that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Your Patron specifically, has control over day and night, Sun and the moon, Dawn and Dusk, Clouds and the Stars. You may choose to heal or damage. Remove Poison or Use it. Whatever lies in the depths of the night sky or in sunlight, is waiting for you whether you like it or not.
Expanded Spell List
The Maiden 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.
Archfey Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Switch Steps
Starting at 1st Level, you can Switch Steps From Day to Night by using a bonus action. These Steps have special abilities that can either damage enemies or heal allies.
In all of your steps, you can cast Thaumaturgy at will
During the day, you can cast Healing Word but you heal for 1d6 + [Your Charisma Modifier]
During the night, you can cast Magic Missile, but instead of 3 missiles, you shoot 1 missile that deals damage equal to 1d8 + [Your Charisma Modifier]
During Dawn and Dusk, you can cast Sunbeam and Moonbeam respectively, however, the damage you deal is all dependent on your Warlock Level. Every other level (starting from level 1), you add a 1d6 + [Your Level] to your damage. For example: If you are level 1, you will deal 1d6 + 1. At level 5 you will deal 3d6 + 5 damage.
You can only use this ability once per switch.
The damage for these spells increases at the same rate as your eldritch invocations. [One die every other level]
Twilight Blessings
Starting at 6th Level, you gain resistance to a certain type of damage when you are in a step.
Night: Necrotic Damage Resistance
Day: Radiant Damage Resistance
Dawn/Dusk: Psychic Damage Resistance
Dance of the Cycles
Starting at 10th level, you can call upon three ethereal moons that will follow you. You have four choices on how to use these, once one is used the moon vanishes and does not reappear until you complete a Short Rest.
- If you deal damage to another creature in range, roll a [roll]1d6[/roll] and add the result to your attack roll.
- Direct the moons into the vision of a creature in range. This creature is blinded for two rounds. Celestials, Undead, and Fiends are immune to this effect.
- Summon a Light spirit to brighten a space for 1 minute. The spirit sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Direct a moon to protect a creature. Doing so give the targeted creature 2d8 + their Constitution Modifier in healing. If the targeted creature is already at full health, they gain 1d6 Temporary Hit points.
Lunar Brillance
Starting at 14th Level, when you target a creature, you can call your Patron's name as a plea and they will cast down three blinding beams of brillant moonlight to damage the target.
The target must make a Dexterity Saving throw against your Spell Save DC in order to avoid the beams.
If the target fails the saving throw, it takes 10 D10 Radiant damage, and half as much damage on a success.
You can not use this ability again until you complete a Long Rest.
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