Warlock
Base Class: Warlock

Immortal guardians of divine treasures, Sphinxes live to test mortals who desire the relics of forgotten deities. They are masters of riddles and other trials that reveal the true nature of those they put to the test. To an Elder Sphinx, time has no meaning, and legends say the most powerful Sphinxes can influence the flow of time with their ancient magic.

You have entered into a pact with one such Elder Sphinx. Do you work in tandem, or did you fail the test of the Sphinx, and rather then perish you opted to serve them with your life?

Elder Sphinx Spell List

The Elder Sphinx lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the spells below are added to the warlock spell list for you.

Elder Sphinx Spell List

Spell Level
Spells

1st

command, detect evil and good

2nd

lesser restoration, zone of truth

3rd

clairvoyance, slow

4th

divination, freedom of movement

5th

dispel evil and good, greater restoration

9th

time stop

Guardian's Ward

The power granted by your Patron allows you to prevent the unworthy from approaching you or anything you stand guard over. Beginning at 1st level, you can use an action to project a small but powerful magical Ward outward from yourself, with a radius in feet equal to five times your proficiency bonus.

When a hostile creature enters the area of your Ward, or starts its turns within it, it must succeed on a Strength saving throw in order to move. On a success, it can move, but it treats the area within your Ward as difficult terrain. On a failure, it cannot move into, or within, the area of your Ward.

Your Ward lasts for 1 minute. It ends early if you end it as a bonus action or you are incapacitated. Once used, you must finish a short or long rest before you can use the Ward again.

Time Slip

Beginning at 6th level, you learn to manipulate time in minor ways, much like the great Sphinx of legend. As an action, you can pause time for all creatures other than you, and move up to twice your speed without provoking opportunity attacks. You can only use this bonus movement while time is stopped. You cannot use actions, bonus actions, or reactions during this period. Time resumes when you finish your movement.

Once you use this action, you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a Pact Magic spell slot to use it again.

Inscrutable

Your Patron shields you from divination magic, much like it is shielded from such spells. Beginning at 10th level, you are immune to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse.

Moreover, any Wisdom (Insight) checks made to ascertain your intentions or sincerity are made at disadvantage.

Power of the Ancients

Starting at 14th level, you gain an empowered mastery over time, but only in your sphere of influence. As an action, while your Guardian's Ward is active, you can cast a limited version of time stop. However, you may only interact with creatures and objects within the radius of your Guardian's Ward.

When your time stop spell ends, your Guardian's Ward ends as well. Once you cast time stop in this way you must finish a long rest before you can cast it in this way again.

Eternal Guardian

The Sphinx you serve has blessed you with a semblance of their immortality. Starting at 10th level, you no longer require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from both short and long rests.

In addition, for every 10 years that pass, your body ages only 1 year, and you are immune to being aged by magic.

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