Warlock
Base Class: Warlock

The Valisthians worshipped the Eikons, god-like beings that bless individuals with fragments of their power. Be it the ability to turn the wind in one's favour, conjure a gout of flame, tear an enemy asunder, or stitch wounds together, the Eikons are varied in their aspects and how they manifest. Most of the time, each Eikon chooses one individual to act as a full conduit of their power, turning said individual into their Dominant, who acts as an emissary for their respective Eikon, and can grant blessings as their sires do. However, in tumultuous times of chaos and uncertainty, the natural force that binds the Eikons together can cause them to ring out in chorus, and find someone to hold a small shard of each of their blessings. That someone becomes a gestalt of the Eikon's abilities, and the title of those who manage to master all of the Eikon's powers.

There are 10 Eikons in total, each known under their names and a Warden title. The Phoenix, the Warden of Rebirth; Garuda, the Warden of Winds; Ifrit, the Warden of Fire; Ramuh, the Warden of Thunder; Titan, the Warden of Earth; Bahamut, the Warden of Light; Shiva, the Warden of Ice; Odin, the Warden of Darkness; and Fenrir, the Warden of Unity.

Some of the Eikons share names with names of other gods or creatures of the world, but they are ultimately unrelated as their worshippers were under the presumption that some Eikons were given their names due to their visual similarities to their counterparts.

Eikonic Influence

At the end of every short or long rest, you choose an Eikon whose spell list gets added to your known spells. Each of the spells counts as a Warlock spell for you, but it does not count against the number of Warlock spells you do. Upon casting Eldritch Blast, you can also change the damage type to match the Eikon's Associated Element. If you are concentrating on a spell from the list and swap Eikons, you drop concentration on said spell.

Eikon Spells
Spell Level Phoenix Spells Garuda Spells Ifrit Spells Ramuh Spells Titan Spells Bahamut Spells Shiva Spells Odin Spells Leviathan Spells Fenrir Spells

1st

Cure Wounds

Zephyr Strike

Searing Smite

Witch Bolt

Earth Tremor

Guiding Bolt

Frost Fingers

Inflict Wounds

Tasha's Caustic Brew

Find Familiar

2nd

Pyrotechnics

Warding Wind

Flame Blade

Blindness/Deafness

Maximilian's Earthen Grasp

Moonbeam

Rime's Binding Ice

Cloud of Daggers

Invisibility

Flock of Familiars

3rd

Beacon of Hope

Fly

Ashardalon's Stride

Call Lightning

Wall of Sand

Crusader's Mantle

Sleet Storm

Vampiric Touch

Tidal Wave

Conjure Animals

4th

Death Ward

Storm Sphere

Wall of Fire

Divination

Stoneskin

Banishment

Ice Storm

Shadow of Moil

Watery Sphere

Faithful Hound

5th

Flame Strike

Control Winds

Immolation

Scrying

Arcane Hand

Summon Draconic Spirit

Hold Monster

Steel Wind Strike

Maelstrom

Conjure Volley

Associated Element

Fire

Thunder

Fire

Lightning

Bludgeoning

Radiant

Cold

Necrotic

Acid

Piercing

Aethercharge

Starting at 1st level, your patrons bequeath to you one Aetheric Charge. As a Bonus Action, you can consume this Aetheric Charge to change your current Eikonic Influence. You gain additional Aetheric Charges at 6th, 10th, and 14th level.

You restore all Aetheric Charges upon finishing a long rest.

Eikonic Strike

Starting at 6th level, you can consume your Aetheric Charges to improve your weapon attacks and Warlock spells, as well as those of your summons and familiars if applicable. You deal an additional number of d4's worth of damage equal to the highest Pact Slot you have. The damage type matches that of your current Eikon's element.

Eikonic Protection

Starting from 10th level, you can consume an Aetheric Charge as a reaction and use a hit dice to heal and grant temporary HP equalling the result. You also get a one time +1d6 to a saving throw, attack roll or ability check within the next minute.

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

Mythos

Beginning at 14th level, you can now freely swap between Eikons without consuming an Aetheric Charge as you have mastered your control over the group. Furthermore, when you hit with an Eldritch Blast or Weapon Attack, you can consume an Aetheric Charge to trigger an additional effect depending on your currently attuned Eikon.

Phoenix - You gain temporary hit points equal to the damage of your Eldritch Blast or weapon attack

Garuda - Target makes Strength saving throw VS your Warlock spell save DC or gets pulled a number of feet equal to 5x the number of Eldritch Blasts or weapon strikes hit into the air.

Ifrit - Target takes 1d6 Fire damage per Eldritch Blast or weapon strikes for up to 5 turns, unless target spends an action putting it out. This damage cannot stack further unless removed.

Ramuh - Target makes a Wisdom saving throw against your Warlock spell save DC or gets blinded and stunned for one turn

Titan - You gain +1 AC per hit until the start of your next turn

Bahamut - You gain +1 to your saving throws per hit until the start of your next turn

Shiva - Target slows by a number of feet equal to 10x number of hits until the end of their next turn

Odin - You can perform one additional Eldritch Blast or weapon attack. Any of the Eldritch Blasts or weapon attacks deal the maximum damage upon landing a critical hit.

Leviathan - Target makes a Constitution saving throw against your Warlock spell save DC or their armour class is reduced by 1 per hit until the start of your next turn

Fenrir - Until the start of your next turn, you and any creatures you have currently summoned gain 5 feet of movement speed per hit, and no movement triggers any attacks of opportunity.

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