Base Class: Warlock
Relicts, once known to walk the planes as commonly as the human, elf, gnome, or the many livestock of whom they raise, now wander the wild parts of the world as vestiges of bygone ages. It is uncertain but widely believed that their origins lie with ancient druidic circles, seeking to create protector spirits for the wild places of the lands. Although few still exist in the world, their presence can still be felt in the deepest of forests and the darkest of caves. This may be a Leshen, a Shaelmaar, a Chort, a powerful Spriggan, or other primeval spirit of the weald. Typically malevolent and all but exclusively solitary in nature, Relicts often prey upon hunters, woodsmen, or even those villagers who settle too close to their realm. Although they have been known to prey upon travelers as well, they have also been known to sometimes seek to simply shepherd out of their forest those who they deem not a threat to their realm. Such encounters with these primordial beings have been known to have a profound affect on some of those who survive, inspiring them to pledge themselves to the service of the being and its domain. Creating a pact with or becoming "marked" by a Relict makes one the living totem of the patron, whose life and strength is amplified by the power of their totem. If a Relict's living totem is destroyed, they lose their physical form and their spirit is recalled to their physical totem, be it a tree, rock formation, grotto, pond, or other nonliving entity, ready to mark the next soul they deem fit. As long as a Relict's physical totem remains intact, their spirit remains bound to the forest and they can regenerate their physical form if it is destroyed; in order for a Relict to be dispelled permanently, their physical form and all totems, living and physical, of theirs must all be destroyed.
Becoming the living totem of a Relict grants one many of the powers characteristic of their patron, from channeling the power of nature to manipulating the fears and paranoia of their victims, but also can instill one with the same ravenous hunger for flesh and blood common among Relicts. One's territory and hunting grounds must be protected, at the peril of any who dare threaten.
Expanded Spell List
The Relict 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.
1st- Entangle, Speak with Animals.
2nd- Barkskin, Pass Without Trace.
3rd- Conjure Animals, Plant Growth.
4th- Stone Shape, Dominate Beast.
5th- Dominate Person, Tree Stride.
Primeval Paranoia
Starting at 1st level, the ancient power of your patron allows you to reach into the minds of others and manipulate their worst fears. As an action, choose one target creature that you can see. The target must succeed on a Wisdom saving throw or become frightened of you for one minute or until the effect ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The maximum number of targets increases to 2 at 5th level, 3 at 9th level, and 4 at 12th level.
At 15th level, replace all instances of "frightened" associated with this feature to "paralyzed".
Once you use this feature, you cannot use it again until you finish a short or long rest.
Weald Shadows
Starting at 6th level, as your patron can move swiftly and silently among the dark forests, so too can you suddenly appear next to your prey, or disappear as a means of not becoming prey yourself. As an action or as a reaction to taking damage, you may cast Misty Step without using a spell slot.
You can only use this feature once per long or short rest.
Feral Consumption
Starting at 10th level, the insatiable hunger of your patron flows through you, driving you to consume the flesh of your prey. During a short rest, you may consume the flesh of a creature recently killed by yourself in order to regain full hit points. You must eat your fill in order for this feature to take effect.
You gain 1 level of exhaustion for each time you use this feature.
One with the Ancient
Starting at 14th level, you have gained the ability to truly embody the primeval form of your patron. As an action, you can assume a copy of the physical form of your patron. Channeling your amplified power, your patron's own physical form cannot take damage while you are in this form. You may take an action to drop this form.
When this form is reduced to 0 hit points, you revert to your normal form with the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage does not reduce your normal form to 0 hit points, you are not knocked unconscious. You gain one level of exhaustion.
Once you use this feature, you cannot use it again until you complete a long rest.
At 20th level, you may choose to adopt the form of your patron permanently. You lose all stats and abilities associated with your race, class, and background selections, and gain the stats and abilities of your patron's form. As Relicts are solitary, territorial, and aggressive by nature, choosing to permanently manifest the form of a Relict will sever your connection to your original Patron. This change can only be reverted through the use of a Wish spell.
Previous Versions
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6/28/2023 10:51:28 PM
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