Warlock
Base Class: Warlock

Expanded Spell List:

Vucarik The Consort of Chains lets you choose from an expanded list of spells when you learn a warlock spell. The following spells from the Player's Handbook are added to the warlock spell list for you.

 

1st Level: Sleep, Silent image

2nd Level: Hold Person, Silence

3rd Level: Fear, Hypnotic pattern

4th Level: Phantasmal killer, Hallucinatory terrain

5th Level: Dominate person, Arcane Hand

 

1st Level Feature:

Lament Configuration: At 1st level, you gain knowledge of a forbidden artifact called the Lament Configuration. As an action, you can present the Lament Configuration to a creature within 30 feet and compel them to attempt to open it. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes charmed by the mysterious allure of the box and feels an almost instinctual urge to open it. To open the box the target must roll an investigation Check with a DC equaling to or higher than your spell save DC.

While charmed by the Lament Configuration, the creature takes 1d6 psychic damage at the start of each of its turns. The charm lasts until the creature successfully opens the Lament Configuration, passes The saving throw, or takes damage from another source. It becomes immune to the Lament Configuration's allure for the next 24 hours.

The damage increases at: 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

You can use this feature once, regaining its use after finishing a short or long rest.

6th Level Feature:

Tormenting Chains: At 6th level, your powers of torment extend to binding your enemies with ethereal chains. As a Bonus action, you can choose a creature you can see within 60 feet and force them to make a Wisdom saving throw. On a failed save, the target's movement speed is reduced by half, and they have disadvantage on Dexterity saving throws until the end of your next turn and they take 2d4 magical piercing damage.
This lasts for a minute or until they pass a strength saving throw against your spell save DC to pull the hook out.

 

Additionally, whenever a creature within 30 feet of you starts its turn restrained, frightened, or incapacitated, they take 1d6 psychic damage.

This damage increases at: 1d8 14th Level

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest.

10th Level Feature:

Mental Torment: At 10th level, your tormenting powers enable you to subject your enemies to intense mental anguish. Once per short rest, as an action, you can choose a creature you can see within 60 feet and force them to make a Wisdom saving throw. On a failed save, the target is transported to a nightmarish mindscape of your creation for a number of rounds equal to your Charisma modifier (minimum of 1 round).

While within the mindscape, the target experiences psychological torment. At the start of each of their turns, if they failed the initial saving throw, they take 2d6 psychic damage. If they fail the saving throw again on subsequent turns, the damage increases by an additional 1d6. If they succeed on the saving throw, the effect ends for them.

The mindscape is unique to each target and can be tailored to their fears, regrets, or darkest desires. The target is fully aware that they are within the mindscape but cannot escape it or perceive the real world. They are Banished to the Mindscape until they pass the saving throw. If killed this way they are banished unless undone by the wish spell or divine intervention.

14th Level Feature:

Ultimate Torment: At 14th level, you unleash your most powerful torment upon your enemies. Once per short or long rest, as an action, you can target a number of creatures you can see within 60 feet equal to your Charisma modifier (minimum of one). Each target must make a Wisdom saving throw or suffer tormenting visions, taking 8d10 psychic damage and becoming incapacitated until the start of your next turn. On a successful save, they take half damage and are not incapacitated.

Lament configuration

 you gain knowledge of a forbidden artifact called the Lament Configuration. As an action, you can present the Lament Configuration to a creature within 30 feet and compel them to attempt to open it. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes charmed by the mysterious allure of the box and feels an almost instinctual urge to open it. To open the box the target must roll an investigation Check with a DC equaling to or higher than your spell save DC.

 

While charmed by the Lament Configuration, the creature takes 1d6 psychic damage at the start of each of its turns. The charm lasts until the creature successfully opens the Lament Configuration, passes The saving throw, or takes damage from another source. It becomes immune to the Lament Configuration's allure for the next 24 hours.

 

The damage increases at: 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

 

You can use this feature a number of times equal to your charisma modifier, regaining its use after finishing a short or long rest.

Tormenting Chains

your powers of torment extend to binding your enemies with ethereal chains. As a Bonus action, you can choose a creature you can see within 60 feet and force them to make a Wisdom saving throw. On a failed save, the target's movement speed is reduced by half, and they have disadvantage on Dexterity saving throws until the end of your next turn and they take 2d4 magical piercing damage.
This lasts for a minute or until they pass a strength saving throw against your spell save DC to pull the hook out.

Additionally, whenever a creature within 30 feet of you starts its turn restrained, frightened, or incapacitated, they take 1d6 psychic damage.

This damage increases at: 1d8 14th Level

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a short or long rest.

Mental Torment

 your tormenting powers enable you to subject your enemies to intense mental anguish.  As an action, you can choose a creature you can see within 60 feet and force them to make a Wisdom saving throw. On a failed save, the target is transported to a nightmarish mindscape of your creation for a number of rounds equal to your Charisma modifier (minimum of 1 round).

While within the mindscape, the target experiences psychological torment. At the start of each of their turns, if they failed the initial saving throw, they take 2d6 psychic damage. If they fail the saving throw again on subsequent turns, the damage increases by an additional 1d6. If they succeed on the saving throw, the effect ends for them.

The mindscape is unique to each target and can be tailored to their fears, regrets, or darkest desires. The target is fully aware that they are within the mindscape but cannot escape it or perceive the real world. They are Banished to the Mindscape until they pass the saving throw. If killed this way they are banished unless undone by the wish spell or divine intervention.

You can use this feature two times, you regain all expended uses after finishing a short or long rest.

Indulging Ultimatum

you unleash your most powerful torment upon your enemies. As an action, you can target a number of creatures you can see within 60 feet equal to your Charisma modifier (minimum of one). Each target must make a Wisdom saving throw or suffer tormenting visions, taking 8d10 psychic damage and becoming incapacitated until the start of your next turn. On a successful save, they take half damage and are not incapacitated.

You can use this feature once, you regain expended charge after finishing a short or long rest.

Expanded spell list

1st Level: Sleep, Silent image

2nd Level: Hold Person, Silence

3rd Level: Fear, Hypnotic pattern

4th Level: Phantasmal killer, Hallucinatory terrain

5th Level: Dominate person, Arcane Hand

Pact Of Indulgence Image

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