Warlock
Base Class: Warlock

Of all the disciplines one can practice in order to obtain power, many ignore a simple solution; to find within your natural talent. Talent you are born with, and can hone with your personality, dedication, and of course, ability. Students who take on this path are often unaware of their own capabilities; but nonetheless are trained to become something significant.

If a student changes the color of the water in the glass during their final test, Water Divination, they are an Emitter. An affinity for Emission means that a user has an easier time separating their magical aura from their body. Aura usually decreases in intensity very quickly when it leaves the source body, but adept Emitters can separate their aura from their body for long periods of time, over long distances, and still be able to maintain it and its functions. Emission is also required to manifest the effects of certain abilities away from the user, and to preserve those of Transmutation and Enhancement abilities after the construct or medium is separated from the user's body. An advanced application of this category is teleportation; regardless of their individual mechanics, all abilities of this type must first satisfy an activation requirement called marking that prevents the user from "jumping" to a location they have never been before. Emission might also be involved in rendering one's aura able to phase through matter.

 Due to its properties, Emission is typically employed in abilities with emphasis on range and/or those that have a long-lasting effects. Basic applications include shooting out projectiles or beams of aura at high speed. While this method is primarily used to attack, it can also be used to propel oneself. More skilled users can combine this category with Manipulation in order to create magical beasts. Some Emission abilities are commonly mistaken for Conjuration abilities. The two, however, are fundamentally different, as constructs generated by Emitters are created solely from aura, and are not inhabiting or creating a physical object.

Expanded Spell List

The Emitter 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

Chromatic Orb, Guiding Bolt

2nd

Scorching Ray, Shatter

3rd

fireball, Lightning Bolt

4th

fire shield, wall of fire

5th

flame strike, destructive wave

Aura Emission

Starting at 1st level, you learn to generate and shape aura. As a bonus action you may expend a pact slot to cloak yourself in aura for an amount of hours equal to your warlock level. While cloaked in this way, your base armor class is 10 + CHA modifier (regardless of armor worn, shields and magical items still provide a bonus). If your warlock level exceeds 10, you may use that in place of the base value of 10 for this ability.

 When you make a ranged spell attack on your turn, you may twist the shape of your spell's attack into that of a mighty beast; if the attack lands, the target is grappled, and must make a strength saving throw against your spell save DC. On a failed save, it is also restrained. The beam of energy connects to your hand, requiring a free hand to maintain the grapple. A creature may use a bonus action to escape this form of grapple, instead of an action. 

Rallying

Starting at 6th level, you can focus the strength of your emission aura into a ball of pure energy that can exist for up to 30 seconds at it's maximum. While your aura is active, you can use that ability once again to form a ball of pure energy worth 2d10 points of radiant damage that is 2ft wide. As an action, you may add to that ball's power, reducing the duration of your aura by one hour, and adding an amount of d10s in damage equal to your proficiency bonus. For each  die added this way, the ball grows a foot larger. If you throw the ball as an action, make a spell attack with it, rolling one time for all creatures in it's effective area (it's size). The ball has a normal range of 60ft, and a long range of 120ft. If the ball misses a creature with the [Deflect Missiles] class ability, they may use that ability to bounce the ball back towards you. Similarly, if a ranged spell attack would not hit your AC, you may use your reaction to knock it towards another creature in it's range (keeping account of the distance it has already traveled).

En Emission

Starting at 10th level, you learn to emit your aura as En, acting as an extension of your actual body and consciousness. While your aura is active, you can use your item interaction to maintain your En, as well as your concentration, in a radius as far as your charisma modifier (not score) times your proficiency bonus in feet. In that area, you sense the life energy of any creature who would have such, ruling out undead and constructs. this ability does not detect and is not stopped by physical objects, except for an inch or more of lead. Creatures inside of your En who you have detected cannot surprise you. If you roll initiative, and you are not surprised by any creatures, you gain a bonus to your initiative equal to the amount of eldritch invocations you currently have.

Hide and Seek

Starting at 14th level, you learn the most advanced form of emission, teleportation. Your own body is a temple to aura, and you yourself are considered to have the natural abilities of a [Hither Thither Staff] magical item. In addition, once per turn when you teleport with a spell you may use a strand of the aura needed to do so to bolster your defenses, gaining temporary hit points equal to that spell's level times 10.

When you make a ranged spell attack against a creature within range, you may open a small portal that can be used to make a direct path for your spell to follow in order to hit them, ignoring cover.

You learn the rope trick spell, except instead of a rope, it is a similar material but made of pure aura. You can pull it up or down using a free action at any time.

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