Base Class: Warlock
You have made a pact with the leader of the Aesir gods, a mysterious being who rules Asgard on the plane of Ysgard. His ability to reach into the world of Toril is limited. Thus, he turns to mortals to serve his will. He is the blade in the dark, the war on the horizon, and the threat just outside of view. Odin is a wandering warrior shaman who hungrily searches for more knowledge and power. With his silver tongue and sharp wit he seeks to always stay one step ahead. He's ferociously dedicated, passionate, curious, and always gets his way. He respects bravery, wisdom and cunning above all things. He is fated to perish in Ragnarok, but that does not deter this old god, for there are still many schemes left in store. As long as there is knowledge to learn, people to kill, and places to explore, Odin will still have work to be done.
The All-Father lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Expanded Spell List
The All Father 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.
All Father Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bonus Cantrip
At 1st level, you learn the spare the dying cantrip. It counts as a warlock cantrip for you but does not count against your number of cantrips known.
Sentinel Raven
Starting at 1st level, you gain the service of a spirit sent by the All Father to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effects; only you can cast spells on it; it can’t take damage; it is incapacitated.
You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Soul of the Raven
At 6th level, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you retain the bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks granted by Sentinel Raven. As an action, or if you take damage, you and the raven return to normal. If the merger ends because of damage you can't use this feature for 1 minute.
Raven's Shield
At 10th level, the All Father grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.
All Father's right hand
Starting at 14th level, you can channel the All Father’s power to slay a creature. You can cast Finger of Death. After you cast the spell with this feature, you can’t do so again until you finish a long rest
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