Base Class: Warlock
The belief, love, hopes and dreams of mortals can effect great change in this world. They give power to gods and allow a rare few to wield great magics. Amongst those few, are, so legends say, a handful of sentient blankets. These blankets are animated by the emotions of millions of people, with the will of children being the most potent. Unable to face down the evils of the world themselves, these blankets lend their power to deserving mortals. These blankets take several forms, but all are powered by emotion. A family heirloom shawl may suddenly begin to levitate, or a weaver may find their favorite project has suddenly gained mystical powers, or a child might discover their blanket can suddenly communicate with them telepathically. Regardless of the circumstances, these chosen warriors take up their blankets, usually incorporating them into their garb, and go out to face the forces of evil and unwholesomeness wherever they lie. This is done not only by the blade but by the actions outside of combat. Those who are bound to a blanket might receive advice and input from their blankies, with whom they speak telepathically. The blanket will usually advise moral action, sharing, honesty, and temperance from any substance or behavior a child might consider immoral.
Pact of the Blanket
At your DM's discretion, you may choose to use The Blanket as a pact boon.
The magical blanket is a small sentient construct. It has a flying speed of sixty feet. If it is ever more than five feet from you for a minute or longer, it will use its movement to return to you. You always know where the blanket is so long as you and it are on the same plane of existence. The blanket similarly knows where you are and will take the shortest path to get there. It can fit through any gap of one inch or larger without squeezing.
The blanket is considered indestructible so long as you are alive and on the same plane of existence. If either condition ceases to be true, the blanket will gradually lose its power over 2d8 days, at which point it will either select a new host or become a normal blanket.
While in contact with the blanket, it acts as a cloak of billowing, and cannot be forcibly removed.
Your Dm may also choose to allow you to pick from the following Eldritch Invocations:
Blanket Coverage
Prerequisite: Pact of the Blanket feature
You may cast spells with a touch range from your blanket. This is similar to if your blanket was a familiar created by the spell Find Familiar
Blanket Protection
Prerequisite: 5th level, Pact of the Blanket feature
When a creature touching your blanket rolls for initiative, they gain temporary hit points equal to your Charisma Modifier.
The Unseen World
Prerequisite: 9th level, Pact of the Blanket feature
If you are a creature, such as an Elf, who does not normally sleep, you may now choose to do so. While asleep you may communicate with any other sleeping creature, similar to the effects of the spell Dream, although any projections created this way do not harm the creature in any way.
We are Such Stuff...
Prerequisite: 15th level, Pact of the Blanket feature
You can bind one Magic Cloak or Cape to your Blanket by performing a special ritual while you hold both objects. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the end of this ritual, the cloak loses any magical properties, becoming mundane, but physically unchanged. The blanket now gains those magical properties, including any Attunment requirements. The Blanket retains these properties until you use this feature again, or use an action to dispell the effect; at which time the original item immediately regains its properties.
Expanded Spell List
The Blanket 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.
Magical Blanket 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 |
Beloved of the Blanket.
At first level, your patron blanket attempts to protect you from all harm. When falling it spreads out behind you, holding you tight. When assaulted, it attempts to entangle your opponents weapons and redirect them. At first level you can use a reaction to cast feather fall on yourself, without using a spell slot. Additinally, you may use your Charima Modifier in place of your Dexterity Modifier for the purpose of calculating AC.
Blanket of Death
Starting at sixth level, as a bonus action, your blanket makes a desperate gamble to protect you; flying out to interfere with those who would do you harm. As a Bonus Action, choose a creature you can see, telepathically commanding your blanket to attack them. A creature targeted by this ability must make a Strength saving throw against your Spellcasting DC or become prone and blinded on a failure. On subsequent turns, a creature affected by this ability may use an action to repeat this check, ending the effect on a success. You may use this feature a number of times equal to half your Warlock level, rounded down.
Respite of the Blanket
The blanket wraps itself lovingly around you, emitting an aura of warmth and relaxation. Starting at tenth level, as an action, you can render yourself unconscious until the end of your next turn. When you reawaken, you and any number of willing creatures you can see gain the benefits of a short rest. Creatures who benefit from this feature must complete a long rest to benefit from it again.
Blanket's Benevolence
You and your blanket are so closely bonded, that it will gladly cast spells on your behalf. Starting at fourteenth level, whenever a spell would affect you, you may choose to have it also apply to one willing creature in that spell's range at no extra cost. This does not apply to effects created by abilities, feats, traits or any other actions. You may do this a number of times per day equal to your half your proficiency bonus rounded up.
Also at fourteenth level, you gain the powers of the dreamworld. Once per long rest, your sleep animates your blanket which swirls with life, reaching its highest potential. As an action, you tap into this potential for your own benefit. For ten minutes, you gain resistance to all non-physical sources of damage, and advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. You also gain a flying speed equal to your walking speed.
Previous Versions
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12/15/2022 9:47:41 AM
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3933
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12/1/2023 10:50:06 PM
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4026
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Coming Soon
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