Warlock
Base Class: Warlock

The creatures warlocks are those magically bonded to a creature they work with towards similar goals in a symbiotic relationship. Each one is so wildly varied that a pure description is difficult but they are mastered of creatures and locked in a magical relationship with a creature who found its way to someone in need of its powers.

Expanded Spell List

The Creature 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.

Creature Expanded Spells
Spell Level Spells

1st

find familiar

 

 

 

 

 

 

 

 

Symbiosis

Starting at 1st level, you have the ability to conjure your pact creature from its Demi plane. You can summon or un-summon your creature as a action. When un-summoned the creature goes to its plane of origin or a Demi plane where it regains hit points equal to 5x the hours spent there. When summoning your creature, it can appear to an un-occupied space you can see within 120 feet of you. If your animal is reduced to 0 hit points, it returns to its semi plane and cannot be summoned until you complete a long rest.

the type of creature that can be your pact creature is up to your dungeon master but we recommend that your creature has a CR of half your level, and can change as you level.

at 1st level you gain the ability to bond with normal creatures that are willing towards you. You can control these creatures to an extent but they are under the dm’s control. The creatures CR you bond with must be equal to or less than half your level. At 1st level you can bond with up to 2 creatures in this way, the amount of creatures you can bond with increases by 1 at levels 2, 4, 7, 10, 13, 16, and again at 20th level.

the possible creatures for this ability are very complicated and are to be worked out with your dm what can and can’t be your pact creature and what can and can’t be a bonded creature.

Magical Bond

Starting at 6th level, you and your creature become more deeply connected and gain the fallowing traits from it. You can cast spell that target yourself on your pact creature, and spells that list touch you can cast on your creature when they are within 60 feet of you. At the end of every long rest you can take on 1 non action ability of your creature (such as dark vision, true sight, a climbing speed, etc.) if you wish.

Master of the Beasts

Starting at 10th level, you can choose a special creatures ability to gain certain benefits from the creatures world. You can choose a mode of flight, giving you a 40ft fly speed, a 40ft climb speed, a 40ft burrow speed, a 30ft swim speed and the ability to breathe water and air, the ability to walk on any angle of surface with your walking speed, immunity to poison damage and the poisoned effect, immunity to the paralyzed effect, advantage on checks against being grappled and on grappling checks, and expertise in the survival, animal handling, and perception skills. You gain 1 of these at 10th level, 1 again at 15th level, and 1 final one at 18th level.

Creatures Beware

Starting at 14th level, creatures far and wide are incapable of harming you. You have advantage on animal handling and persuasion checks on any non humanoid with a intelligence score below 6. As an action you can force any beasts, abominations, and or elementals wishing a 60ft come in front of you to make a wisdom saving throw against your spell save DC, a a failed save, all the creatures either suffer 10d8 physic damage, or are under your command for 1d8 rounds. On a successful save, the creature either suffers half the damage, or is left un-touched.

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