Warlock
Base Class: Warlock

Higgs, deity of the quantum particles, and creator of all, who, as stated by the Tome of Bohr, "gives weight and purpose to all things and all nothings," grants you not only weight and purpose, but incredible magical abilities.

Expanded Spell List

Higgs 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

bless, find familiar

2nd

aid, enlarge/reduce

3rd

beacon of hope, revivify

4th

polymorph, guardian of faith

5th

awaken, greater restoration

Glory of Higgs

Starting at 1st level, you have a pool of healing points equal to your five times Charisma modifier + your warlock level (minimum of 5). As a bonus action, grant a creature within 30 feet of you any number of these points. That creature immediately expends the points in any way it chooses. Points can be spent in the following ways:

  • A creature can heal itself by any number of hit points for 1 point each.
  • A creature that is Charmed, Frightened, [Tooltip Not Found], Stunned, or Paralyzed may end any number of these effects for five points each.
  • A creature under the effect of a spell or magical effect, unless it effects their hostility/friendliness towards the caster, can end one magical effect for a number of points equal to three times the spell's level, or three times the caster's challenge rating in the case of a non-spell effect. If the caster does not have a challenge rating, use their level.
  • A Poisoned creature can end that condition on itself for 3 points.
  • A creature that has had its hit point maximum lowered can increase its hit point maximum by any amount for 2 points each, up to its original maximum.

The pool regains all spent points when you complete a long rest.

Heavy One’s Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

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

Entanglement

Starting at 10th level, you can choose one creature that is friendly to you when you finish a short or long rest. While bonded, you gain the following benefits:

  • If either creature takes damage, the other can use its reaction to take any amount of that damage instead. The damage that has had its target changed becomes Psychic damage.
  • If both bonded creatures make ability checks or saving throws at the same time, either creature can use the other's roll on the dice as if it were their own. A creature can benefit from this effect only once per long rest.
  • Bonded creatures share a total pool of movement (e.g. if you and a bonded creature each have a walking speed of 30 feet, you may move a combined 60 feet in a round.). Taking the Dash action increases this movement by the user's movement, rather than doubling the total amount.
  • Bonded creatures share damage resistances and vulnerabilities, but not immunities.
  • If either bonded creature makes a saving throw against an attempt to inflict the Charmed or Frightened condition, the other creature may use their reaction to grant them advantage on the saving throw.

Particle Accelerator

Starting at 14th level, when you hit a creature with an attack, you can use this feature to focus an intense beam of a slew of particles and antiparticles, devastating whatever it hits.

You gain the Eldritch Blast cantrip if you did not already have it. 

When you use this cantrip, you may expend a spell slot to channel the power of the mighty synchrotron to blast a hole straight through the targets it hits. Each target must make a Charisma saving throw against your spell DC. Each target's individual DC for this effect is lowered by one for each other target affected, and raised by one for each beam hitting the creature in question. A creature whose AC you exceeded by five or more with Eldritch Blast's regular effect has disadvantage on this saving throw. On a failed save, its body is viciously rent apart and cauterized immediately by the blast, and the creature drops to zero hit points. If a creature succeeds on the save, it takes 6d4 force damage. For each creature incapacitated in this way, make a Charisma(Arcana) check contested by the creature's Constitution saving throw. If you win the contest, the creature immediately dies if it had below fifty hit points, and, separately, you gain half of the hit points it had before dropping in temporary HP. Legendary Resistance can prevent the immediate death or dropping effect, but a contested check is still used to determine whether or not you gain temporary hit points if it is dropped.

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

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