Base Class: Warlock
Your patron is a majestic and enigmatic Sphinx, a being of ancient wisdom and arcane mystery. They are the guardians of ancient knowledge and secrets. They are the beings who post riddles that confound even the greatest minds, and those who are sought by those who wish deeper understanding. The motives of a Sphinx are often inscrutable, driven by a desire to maintain the balance of cosmic order or to test the worthiness of those who seek their favor.
Expanded Spell List
The Sphinx lets you choose from an expanded list of spells. At 3rd, 5th, 7th, and 9th level learn the spells listed for that level in the table below. Once you learn these these spells, you always know it, and it does not count towards the number of spells you know. If any of these spells would not normally be a Warlock spell, it nevertheless counts as a Warlock spell for you.
| Warlock Level | Spells |
|---|
| 1st Level | Command, Compelled Duel |
| 3rd Level | Hold Person, Zone of Truth |
| 5th Level | Fast Friends, Incite Greed |
| 7th Level | Compulsion, Dominate Beast |
| 9th Level | Dominate Person, Synaptic Static |
Wise Invoker
The Sphinx as a patron values those of deep thought and a wise mind. They grant abilities to those with the understanding and clarity to use them. Unlike a normal Warlock, Wisdom, not Charisma, is your spell casting ability for your warlock spells and other warlock abilities, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Consistent with this, the following eldritch invocations now deal additional damage based on your Wisdom modifier, instead of your Charisma modifier:
- Agonizing Blast
- Cloak of Flies
- Lifedrinker
- Maddening Hex
For clarity, this feature does not affect your Warlock multiclassing requirements.
Riddle of the Sphinx
At 1st level, your patron imbues you with a fraction of its power. You learn Sylvan, and this is the language you communicate with your patron in.
Additionally, you can use your action to speak a short phrase in Sylvan. Creatures within 10 feet of you who can hear you must make a Wisdom saving throw, suffering confusion for 1 minute on a failure. Affected creatures can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |
| 2-6 | The creature doesn’t move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally and the confused condition ends |
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Once you have used this feature you may not do so again until you have completed a short or long rest.
At 7th level the range for this effect increases to 20 feet, and at 14th level it increases to 30 feet.
Sphinx's Grace
From 6th level, when you make a Wisdom saving throw, you may add twice your proficiency modifier to the roll. Additionally, choose two of the following skills: Animal Handling, Insight, Medicine, Perception, Survival. You either gain proficiency in the selected skills, or if you already have proficiency, you instead gain expertise in that skill.
Sphinx's Wrath
From 10th level, your Patron's ability to unleash fury on those who cross it infuses your attacks. Each time you deal damage with a spell or weapon attack, you deal an additional 1d8 psychic damage, increasing to an additional 2d8 psychic damage at 16th level.
Additionally, when you force a creature to make a Wisdom saving throw, they deduct your Wisdom modifier from their roll.
Spyinx's Serenity
From 14th level, you gain immunity to Psychic damage and a true sight range of 30 feet.
Additionally, you can cast the spell Divination at will, without expending a spell slot or using material components. Your patron will always provide a truthful answer, but their responses will become increasingly cryptic when they are beseeched repeatedly. When using this feature more than once per long rest you must succeed on a wisdom check, DC10+1d6 per use of this feature since your last long rest, to understand their response. For example, the third time you use this after completing a long rest, the DC would be 10+2d6
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/14/2024 2:07:48 AM
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2
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1
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1.0
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Coming Soon
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