Base Class: Warlock
Expanded Spell List
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Conquest Spells table, you thereafter always have the listed spells prepared.
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Conquest Pact Expanded Spells |
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1 Level |
Charm Person, Find Familiar |
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3 Level |
Hold Person, Suggestion |
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5 Level |
Fear, Fast Friends |
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7 Level |
Dominate Beast, Charm Monster |
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9 Level |
Dominate Monster, Hold Monster |
Control (Level 1)
Starting at 1 level, your patron allows you to manifest your will through your voice. You learn the Command spell and always have it prepared. The casting time for this spell for you is reduced to one Bonus action. You may cast Command without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses once you finish a Long Rest.
Contract (Level 6)
At 6 level, as an Action, you can form a Contract with any creature within 30 feet of you that agrees. Creatures with an Intelligence below 6 can be automatically Contracted. While under a contract with you the following effects apply:
- Whenever a Contracted creature within 30 feet of you must make a saving throw, you can use your reaction to grant the creature a bonus or penalty to the saving throw equal to your Charisma modifier (with a minimum of 1). You must be conscious to grant this bonus/penalty.
- As a reaction, whenever you take damage, you can redirect that damage to a Contracted creature within 30 feet of you. If the creature is unwilling, it can make a Charisma saving throw against your spell save DC, with you being damaged as normal on a success. Should a creature be reduced to 0 Hit Points this way, you take any excess damage.
You may have a number of Contracted creatures equal to half your proficiency bonus rounded up, and should you use this feature on a creature when you already have the maximum number, the Contract with the first creature you contracted expires. Contracts may also be removed with a Remove Curse spell, or at any time by you.
Consort (Level 10)
At 10 level, your Contract improves. So long as a Contracted creature is within 30 feet of you, you can perceive using their senses and cast spells as though you were in their space. You may also choose to teleport to an unoccupied space within 5 feet of them or have them teleport to an unoccupied space within 5 feet of you as a bonus action. If the creature is unwilling, it can make a Charisma Saving throw against your spell save DC to avoid being teleported.
Courtesy (Level 14)
By 14 level, you are a bastion of domination, and the minds of even those who eclipse you in power are not safe from your grasp.
Once per long rest, you can cast a spell you know that imposes the Charmed or Frightened condition using a Warlock Spell Slot. If a creature normally has immunity against those conditions, it loses that immunity against that spell, and gains advantage on any saving throw against that spell. If a creature normally has advantage on saving throws against being charmed or frightened, it loses the advantage against that spell.
Control
Starting at 1 level, your patron allows you to manifest your will through your voice. You learn the Command spell and always have it prepared. The casting time for this spell for you is reduced to one Bonus action. You may cast Command without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses once you finish a Long Rest.
Expanded Conquest Spell List
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Conquest Spells table, you thereafter always have the listed spells prepared. These spells do not count against your total list of known spells.
|
Conquest Pact Expanded Spells |
|
|
1 Level |
Charm Person, Find Familiar |
|
3 Level |
Hold Person, Suggestion |
|
5 Level |
Fear, Fast Friends |
|
7 Level |
Dominate Beast, Charm Monster |
|
9 Level |
Dominate Monster, Hold Monster |
Contract
At 6th level, as an Action, you can form a Contract with any creature within 30 feet of you that agrees. Creatures with an Intelligence below 6 can be automatically Contracted. While under a contract with you the following effects apply:
- Whenever a Contracted creature within 30 feet of you must make a saving throw, the creature gains a bonus or penalty to the saving throw equal to your Charisma modifier (with a minimum of 1). You must be conscious to grant this bonus/penalty.
- As a reaction, whenever you take damage, you can redirect that damage to a Contracted creature within 30 feet of you. If the creature is unwilling, it can make a Charisma saving throw against your spell save DC, with you being damaged as normal on a success. Should a creature be reduced to 0 Hit Points this way, you take any excess damage.
You may have a number of Contracted creatures equal to half your proficiency bonus rounded up, and should you use this feature on a creature when you already have the maximum number, the Contract with the first creature you contracted expires. Contracts may also be removed with a Remove Curse spell, or at any time by you.
Consort
At 10 level, your Contract improves. So long as a Contracted creature is within 30 feet of you, you can perceive using their senses and cast spells as though you were in their space. You may also choose to teleport to an unoccupied space within 5 feet of them or have them teleport to an unoccupied space within 5 feet of you as a bonus action. If the creature is unwilling, it can make a Charisma Saving throw against your spell save DC to avoid being teleported.
Courtesy
By 14 level, you are a bastion of domination, and the minds of even those who eclipse you in power are not safe from your grasp.
Once per long rest, you can cast a spell you know that imposes the Charmed or Frightened condition using a Warlock Spell Slot. If a creature normally has immunity against those conditions, it loses that immunity against that spell, and gains advantage on any saving throw against that spell. If a creature normally has advantage on saving throws against being charmed or frightened, it loses the advantage against that spell.
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