Warlock
Base Class: Warlock

Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate those hurting gemstone nymphs, to heal wounded, and to protect the innocent. At times, your heart might also be filled with the grief she feels for the ones she could not protect. But you know that your mission is among mortals for now and that your pact binds you to help the Mortal Goddess ascend to further protect innocents.

Expanded Spell List

The Mortal Goddess 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.

Mortal Goddess Expanded Spells
Spell Level Spells
1st cure wounds, shield, detect magic
2nd dissonant whispers, lesser restoration, healing word
3rd counterspell, mass healing word
4th death ward, dimension door
5th mass cure wounds, greater restoration

Bonus Cantrips

At 1st level, you learn the message and spare the dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Quickened Eldritch Blast

At 1st level, you gain the ability to channel energy of the Mortal Goddess to quicken an Eldritch Blast. You have a pool that you spend in order to cast eldritch blast as a bonus action. The number of dice in the pool equals 1 + your warlock level.

Your pool regains all expended dice when you finish a long rest.

Crystal Soul

Starting at 6th level, your link to the Mortal Goddess allows you to serve as a conduit for her energy. You have resistance to cold damage, and when you cast a spell that deals psychic or force damage, you can add your Charisma modifier to one psychic or force damage roll of that spell against its targets.

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

Comments

Posts Quoted:
Reply
Clear All Quotes