Warlock
Base Class: Warlock

A mystifying patron is an ancient, immensely powerful voodoo spirit. It's a being that carries a purely terrifying, appauling, and braixenly confusing aura and has very little discernible purpose but to gain more and more followers so as to manifest its terror more and more in the physical world. These anomalous beings appear to their followers often as grotesque, unsettling bastardizations of worldly creatures, or they could speak to followers through wooden totems and focuses they grant to their underlings.

A warlock typically makes pacts with mystifying patrons in order to bring a curse upon someone or to bring a terrible creation into the world, and the patron often asks for souls of others in return, which it can use as a resource to build more of the atrocities it brings into this plane.

Expanded Spell List

The Bizarre 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.

Fiend Expanded Spells

Spell Level

Spells

1st

hail of thorns, longstrider

2nd

protection from poison, rope trick

3rd

conjure animals, spirit guardians

4th

grasping vine, giant insect

5th

conjure elemental, raise dead

Strange Resilience

Starting at 1st level, for every third conjuration spell you cast, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Strength of the Sickening

Starting at 6th level, you may choose one ability score as you end a short or long rest. Until the next rest, every modifier for this ability is increased by 1.

Mind Molder

Starting at 10th level, your bizarre patron gives you the ability to twist the mind of beasts. You can take control of any beast of challenge rating 2 or lower. This control persists until you or the animal take damage, and all attacks against you have advantage for as long as you control that animal. If you choose, you may cancel your control over that animal.

Once you use this feature, you can’t use it again until you finish a long rest.

Sheer Confusion

Starting at 14th level, you can use this feature to impose level 2 exhaustion on an enemy you hit, as well as two of it's allies. Alternatively, you can impose fear on a creature and its allies two different times.

Once you use this feature, you can’t use it again until you finish a long rest.

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