Warlock
Base Class: Warlock

You are but a puppet for a higher will - The Strand that connects all. You have spent years researching and attempting to commune with The Strand, eventually managing to make a pact with this being. You now control "strand", a source of power derived from The Weave.

A Warlock Subclass focused on anti-magic / control abilities, as well as unique "Strand Tendrils" that can affect the battlefield.

Expanded Spell List

1st-level Strand feature

The Strand lets you choose from an expanded list of spells when you learn a warlock spell. The Strand Expanded Spells table shows the strand spells that are added to the warlock spell list for you.

 

Spell Level Spell Name
1st Identify, Shield
2nd Earthbind
3rd
Slow
4th
Phantasmal Killer
5th Cloudkill

Strandweaver's Profiency

1st-level Strand feature

Your studies have led to you finding a way to efficiently channel the power of the Strand - you gain proficiency with Weaver's Tools and can use them as a spellcasting focus. Additionally, when you cast a spell that targets a single creature or the spell Eldritch Blast, you may also place a "Strand Tendril"* on the target(s) if they are within 30 feet of you. This can only be done once per turn, a number of times equal to your Charisma Modifier. 

*"This tiny object disappears after 5 rounds, and cannot be moved in any way. Creatures attempting to touch this object phase through it."

This ability recharges every short or long rest.

 

Vision of the Strings

1st-level Strand feature

As a bonus action, you can focus your senses on the Strand around you.

  • While "Vision of the Strings" is active, your movement speed is reduced by 15 feet, and you cannot see further than 60 feet away.
  • While "Vision of the Strings" is active, you can take special actions interacting with the Strand Tendrils you place:
    • As an action, a Strand Tendril that you can see:
      • Erupts, dealing 3d8 Force Damage to creatures within a 15-foot diameter sphere, focused on the Strand Tendril a successful Dexterity saving throw against your Spell Save DC allows the targets to only take half damage. This destroys the Strand Tendril.
      • Tethers, attempting to tether a target within 20 feet of the Strand Tendril. That target must make a Dexterity saving throw against your Spell Save DC. On a success, the target cannot move more than 20 feet away from the Strand Tendril in any direction. On a failed save, the Strand Tendril is destroyed.

String Theocracy

6th-level Strand feature

The pact you made with the Strand starts to truly take hold. You gain the following benefits:

  • You can now interact with objects from up to 10 feet away, using your strand as a replacement for your own hand.
  • You can now create a single Strand Tendril within 60 feet of you for free, once per short rest as a bonus action.

Grim Marionette's Judgement

10th-level Strand feature

As an action, you may target a creature within 30 feet of you. This creature must make a Dexterity saving throw, against your Spell Save DC. On failure, the creature takes 2d8 Piercing Damage and is suspended 5 feet in midair* for 2 rounds via strands you summon and impale them with. This creature cannot move, or take actions, reactions, or bonus actions for the duration. On any subsequent turn, while the creature is suspended midair, you can use your action and bonus action to cause the creature to take 5d8 Force Damage, as the strands impaling the creature attempt to rip it apart.

*: If there is not enough space, the creature is suspended as high as possible. Creatures attempting to attack it with a melee weapon require a weapon with "Reach", or must be size Large or larger.

This ability can only be used once per long rest.

 

Enhanced Strand Connection

14th-level Strand feature

Your connection to your patron is absolute. The damage dealt by "Vision of the Strings" Tendril - Erupt is increased to 4d8 Force Damage. Grim Marionette's Judgement's damage dealt is also increased to 2d8 Piercing Damage and 6d10 Force Damage respectively.

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