Base Class: Warlock
With the player's tireless commitment to unraveling the mysteries of the arcane, Lady Seraphine recognizes their potential to wield magic with unparalleled finesse and understanding. By granting them access to extra knowledge about anything magical, she aims to empower them to reach new heights of mastery and wisdom in the realm of sorcery
Lady Seraphine's Expanded Spells
Lady Seraphine 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.
Lady Seraphine's Expanded Spells
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4th |
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5th |
Knowledge of the Arcane Arts
Starting at 1st level, you are already fully enlighted about all things magical from history to arcana. Gain expertise with arcane checks and history checks.
Reflect Magic
At 6th level, a seismic shift occurs within the essence of the player's magical prowess from their patron. Empowered by their deepening understanding of the arcane they begin to tap into the latent ability to bend magic against other spellcasters. This newfound capability emerges as a natural extension of their mastery, allowing them to manipulate the very fabric of spells woven by their adversaries.
You gain Reflect magic-
You attempt to interrupt a creature in the process of casting a spell and reflect it onto a target of your choosing. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Mind over Matter
At the 10th level, you may choose yourself or another creature and give them resistance to magical damage during a fight for 1 round as a reaction (equal to your charisma). You become immune to psychic damage because of the unparalleled resilience and complexity of your mind.
Stretch through infinity
Starting at the 14th level, your magical prowess grants you the ability to stretch a creature through infinity when you land a successful attack against it. With a mere touch, you transport the target through infinity causing its mind to break. The creature has to make a Wisdom Save against your spell-casting modifier or take 10d10 psychic damage and become stunned for a turn.
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