Warlock
Base Class: Warlock

The keeper of secrets is a being not known to many.
Its appearance throughout history are few and only in passing.
So far, it is only known that the keeper of secrets guards knowledge, dangerous knowledge.
Should it ever fall into the hands of mortals, their minds would be unable to comprehend it and cause them to be twisted or corrupted.
It then would spread throughout the planes, unable to be stopped, and bring an end to all life.

The keeper itself loves and respects knowledge, and it knows that without life, there would be no meaning to knowledge.
To prevent the loss of meaning, it and its followers contain these Secrets and safekeep them at the Keeper's Athenaeum.
At the Athenaeum, you can only obtain knowledge, when you are worthy.

Expanded Spell List

The Keeper of Secrets 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

disguise self, identify

2nd

arcanist's magic aura, detect Thoughts

3rd

clairvoyance, glyph of warding

4th

arcane eye, private sanctum

5th

modify memory, legend lore

Seeker of Knowledge

Starting at 1st level, the keeper gives his blessings, for your chase for knowledge.

  • Blessing of Knowledge: You are able to write and read twice as fast.
  • Whenever you make an intelligence saving throw or ability check, you roll an extra 1d4.
  • Seeker of Knowledge: You can copy down all spells into your spellbook.
  • Spells outside your warlock class, can not be cast.
  • You recognize all spells contained in your spellbook, when you see a creature casting, or through effects such as Detect magic.
  • You can teach the spells to others, if they fulfill the requirements for it, even if you cannot cast the spell yourself.
  • Teaching requires the same time as copying a spell, but costs no gold.

Secrets of the Arcane

Starting at 6th level, you learn secrets about the arcane, allowing you to further deepen your grasp on magic

  • Arcane Secret: You have advantage against effects, that pry information from you.
  • Choose a 2nd level spell from any class, you can cast it 2 times per long rest, using this feature.
  • Arcane Influence Aura: Within a 5ft. aura, you can bend the magic, slightly.
  • Using your reaction, you can target a casting ally and assist its magic.
  • Spell attacks roll an extra 1d4 on hit.
  • If the spell forces saving throws, the caster rolls 1d4 and adds it to the save DC.
  • Spells with a duration longer than 1 round, lose the bonus on the second saving throw.
  • Maximum charges are 3.
  • Resets on short rest and long rest.

Lore of the Keeper

Starting at 10th level, you enter the inner circle of the Athenaeum.

  • Arcane Secret: You have advantage deciphering text or code.
  • Choose a single 3rd level spell from any class, you can cast it once per long rest using this feature.
  • Arcane Influence Aura: You can directly interfere with the concentration of a spell, within your aura.
  • Using your bonus action, target a single creature in your aura, it needs to roll to maintain its concentration.
  • The constitution saving throw DC is 10 + your intelligence modifier.
  • Magic Sense: You are sensitive towards the fluctuation of magic, you can sense within 30ft., if any magic has been cast.
  • This sense, does not require any vision and does not tell the school of magic.
  • If it is a spell contained in your spellbook, you recognize the spell.

Luminary of the Mind

Starting at 14th level, you are considered worthy of true knowledge.

  • Greater Arcane Secret: Choose a 6th level spell from any class, you can cast it once per long rest, using this feature.
  • Arcane Dominance Aura: The range of your arcane influence aura increases by 5ft.
  • Increase the maximum charges of your aura by 3.
  • Whenever magic affects anything within your arcane influence or passes through it, you can target it with your aura.
  • Roll 1d4 and subtract the result from the hit or save DC.
  • Keeper of Secrets: Whenever an enemy pries information from you with either magic or a supernatural ability, it needs to make an intelligence saving throw.
  • On fail, it takes 2d8+8 psychic damage and cant gather any information.
  • On success, it takes only half damage.
  • Gain resistance against psychic damage.

Previous Versions

Name Date Modified Views Adds Version Actions
11/24/2024 12:03:25 PM
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