Warlock
Base Class: Warlock

The Lonely

"The Lonely is possibly the most insidious of the powers, I believe. Certainly it is the one that most delights in having you do its work for it. Even the spiders seem to have a hard time matching it for sheer seductiveness. Time to yourself, self-care, putting yourself forward. Not being a burden on those you care about. It doesn't even need to tell you any lies. It just waits for the lies you tell yourself."

- Jonathan Sims, the Archivist

Lonely Expanded Spells
Spell Level Spells
1st fog cloud, sleep
2nd pass without trace, silence
3rd nondetection, sleet storm
4th greater invisibility, mordenkainen's private sanctum
5th antilife shell, wall of force

Nothing to See

Starting at 1st level, you have advantage on Stealth checks, and can take the Hide action even if there is no cover.

Personal Space

Starting at 6th level, creatures cannot end their turn within five feet of you unless they succeed on a Wisdom saving throw against your Warlock spell save DC.

Vanish

Starting at 10th level, you can manifest your patron as an illusion. Choose any number of creatures within 60 feet of you, including yourself. Choose one: All targets become invisible, or other creatures become invisible to the targets. This effect lasts for 1 minute. Targets may attempt a Wisdom saving throw against your Warlock spell save DC to resist.

You must finish a long or short rest before you can use this feature again.

 

Whoosh

At 14th level, you can transport a creature to a demiplane dominated by your patron. A target within 60 feet of makes a Charisma saving throw against your Warlock spell save DC. On a failed save, they are transported to the demiplane described in this feature; on a successful save, they take 4d8 psychic damage and are knocked prone. The target may choose to fail this saving throw.

This demiplane is an exact replica of the creature's home plane, devoid of other creatures and signs of their presence, including artwork, music, or other media. Time passes 30 times as quickly on this plane as on its material counterpart, although inhabitants do not age. For every 24 hours spent on this plane, the target suffers one effect from the table below. You may choose the effect or roll 1d4 to determine it randomly. You can expend a spell slot to impose one of these effects at any time. You cannot kill a target with these effects, and must reroll a result that would kill the target.

d4 Effect
1 Take 2d6 psychic damage
2 Take a -1 penalty to Wisdom
3 Take a -1 penalty to Intelligence
4 Gain 1 level of exhaustion

An affected creature can regain one point of Wisdom and Intelligence lost in this way for every long rest that they take outside the plane. Only one creature can be present in this plane at a time. If you attempt to use this feature when there is already someone in this plane, the target automatically succeeds on their saving throw to resist this feature, and takes half damage from the result. You can spend an action to retrieve the inhabitant from this plane. Choose whether they return to the space they were transported from, a different space within 60 feet of you, or the equivalent spot on their home plane to where they are in the demiplane. If a creature would be transported into a space that they cannot safely end their turn in, they are transported to the nearest safe space.

You can target yourself with this feature. If you do so, you may attempt a Charisma saving throw (DC 14) to waive the harmful side-effects of existing in this demiplane once per 24 hours. When you exit, you can choose to return to the space that you were in before entering the demiplane, or the equivalent space to where you are in the demiplane.

A new, "untouched" demiplane is created whenever a creature is transported using this feature, and the existing demiplane is destroyed when you retrieve the inhabitant from it, along with any objects left behind.

You must finish a long or short rest before you can use this feature again.

Expanded Spell List

 

Spell Level Spells

1st

fog cloud, Sleep

2nd

[Tooltip Not Found], Silence

3rd

nondetection, sleet storm

4th

Greater invisibility, mordenkainen's private sanctum

5th

Antilife shell, Wall of Force

Nothing to See

Starting at 1st level, you have advantage on Stealth checks, and can take the Hide action even if there is no cover.

 

Personal Space

Personal Space

Starting at 6th level, creatures cannot end their turn within five feet of you unless they succeed on a Wisdom saving throw against your Warlock spell save DC.

 

Vanish

Vanish

Starting at 10th level, you can manifest your patron as an illusion. Choose any number of creatures within 60 feet of you, including yourself. Choose one: All targets become invisible, or other creatures become invisible to the targets. This effect lasts for 1 minute. Targets may attempt a Wisdom saving throw against your Warlock spell save DC to resist.

You must finish a long or short rest before you can use this feature again.

Whoosh

Whoosh

At 14th level, you can transport a creature to a demiplane dominated by your patron. A target within 60 feet of makes a Charisma saving throw against your Warlock spell save DC. On a failed save, they are transported to the demiplane described in this feature; on a successful save, they take 4d8 psychic damage and are knocked prone. The target may choose to fail this saving throw.

This demiplane is an exact replica of the creature's home plane, devoid of other creatures and signs of their presence, including artwork, music, or other media. Time passes 30 times as quickly on this plane as on its material counterpart, although inhabitants do not age. For every 24 hours spent on this plane, the target suffers one effect from the table below. You may choose the effect or roll 1d4 to determine it randomly. You can expend a spell slot to impose one of these effects at any time. You cannot kill a target with these effects, and must reroll a result that would kill the target.

d4 Effect
1 Take 2d6 psychic damage
2 Take a -1 penalty to Wisdom
3 Take a -1 penalty to Intelligence
4 Gain 1 level of exhaustion

An affected creature can regain one point of Wisdom and Intelligence lost in this way for every long rest that they take outside the plane. Only one creature can be present in this plane at a time. If you attempt to use this feature when there is already someone in this plane, the target automatically succeeds on their saving throw to resist this feature, and takes half damage from the result. You can spend an action to retrieve the inhabitant from this plane. Choose whether they return to the space they were transported from, a different space within 60 feet of you, or the equivalent spot on their home plane to where they are in the demiplane. If a creature would be transported into a space that they cannot safely end their turn in, they are transported to the nearest safe space.

You can target yourself with this feature. If you do so, you may attempt a Charisma saving throw (DC 14) to waive the harmful side-effects of existing in this demiplane once per 24 hours. When you exit, you can choose to return to the space that you were in before entering the demiplane, or the equivalent space to where you are in the demiplane.

A new, "untouched" demiplane is created whenever a creature is transported using this feature, and the existing demiplane is destroyed when you retrieve the inhabitant from it, along with any objects left behind.

You must finish a long or short rest before you can use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2023 6:02:55 AM
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