Warlock
Base Class: Warlock

Patron Bond: At 1st level, when you take the oath of this patron, you feel a strange connection to the depths and the fey realm. You have advantage on Wisdom (Perception) checks that rely on sight or hearing in aquatic environments or near areas of faerie magic. Additionally, you can communicate with fey creatures that speak a language you understand.

Fey Glamour: As a Namarie, you can use your action to create a dazzling display of color and light. You can create a 10-foot radius of shimmering lights that last for 1 minute. The lights are intense enough to blind those who stare at them, forcing them to make a DC 15 Constitution saving throw to resist being blinded.

  • At 5th level, the duration of the lights increases to 8 hours.
  • At 11th level, the lights are so bright that they are visible from a mile away.

Tides of Fate: You can use your action to manipulate the tides of fate, altering the outcome of a single die roll. You can make a Charisma check to persuade a creature to reroll a die, changing its fate to suit your whims. The creature makes a DC 14 Wisdom saving throw, with success indicating that it rerolls and fails the new roll.

  • At 10th level, the DC increases to 17.

Whispers of the Deep: You have a network of spies and informants in the depths and the fey realm. You can use your action to gather information about a specific location or creature. You have advantage on Intelligence checks related to this information for 1 minute.

Abilities:

  • Moodswing: You can change your personality on a whim. As a bonus action, you can change your alignment to a different alignment (e.g., Lawful Good to Chaotic Neutral).
  • Fey Finesse: You can use your Dexterity modifier instead of your Strength modifier for the purposes of attack and damage rolls.
  • Depth Walker: You gain a swim speed equal to your speed + 10ft and you can breathe underwater.

Invocations:

  • Tides of Fate: You summon a great wave that crashes against the shore, washing away obstacles and enemies. You make a melee attack against a creature within 5 feet, dealing 1d8 bludgeoning damage.
  • Whispering Winds: You summon a gentle breeze that carries the whispers of the fey, inspiring those around you to act in a specific way. You can use your action to inspire a creature within 30 feet to perform a specific action, forcing it to make a DC 14 Wisdom saving throw to resist. (At 10th level the DC increases to 18)

Talents:

  • Sea Siren: You can use your voice to charm creatures, making them more susceptible to your whims. You gain advantage on Charisma checks against creatures within 10 feet.
  • Fey Trickster: You can use your cunning and charm to deceive those around you, making it easy for you to discern reality from illusion. You gain advantage on Intelligence checks to recognize illusions or deceptions.

Playstyle:

As a Namarie, you are a charismatic and cunning warlock who excels at manipulating those around you. You use your charm and agility to outmaneuver enemies and influence those who would do your bidding. Your Patron Bond gives you advantages in aquatic environments and near areas of faerie magic, making you a formidable opponent in the underwater realm. Your Fey Glamour ability allows you to create dazzling displays of light and color, blinding and disorienting your foes. Your Tides of Fate ability lets you manipulate the outcome of die rolls, ensuring that you always have the upper hand.

When interacting with creatures in the fey realm, you use your Charisma to persuade and charm, often blurring the line between reality and illusion. Your network of spies and informants allows you to gather information about your enemies, giving you a strategic advantage in combat and diplomacy.

The Whisper of Namarie

As a warlock of the Patron of the Depths and Fey, your powers are not merely gifts; they are an intricate synergy of your soul’s yearning and the enigmatic will of Namarie. When you sought this pact, you stood at the crossroads of reality, facing both the restless depths of the ocean and the vibrant, shifting landscapes of the fey. Here lies the crux of why Namarie chose you:

A Bridge Between Realms

Namarie embodies the duality and interconnectedness of the depths and the fey. She is both guardian and tempter, representing the ebb and flow of magic found in both domains. You, as a warlock, represent the thread that weaves these realms together. Your unique position allows you to traverse landscapes that others cannot, be they enshrouded in the shadows of the deep sea or glimmering with the illusions of the Feywild. Namarie bestows powers upon you to amplify this bond, entrusting you with the ability to access secrets and opportunities that remain hidden from all but the most intrepid adventurers.

The Dance of Illusion and Reality

Powers granted by Namarie are steeped in manipulation and allure, reflecting the complex nature of both the ocean's depths and the cunning fey. Your abilities serve as a testament to the precarious balance of truth and deception. Namarie sees you as a worthy instrument, capable of weaving illusions and captivating the hearts and minds of both mortals and fey. Through you, she exerts her influence, transforming the mundane into the extraordinary.

Your charm and charisma are the tools of the trade; with them, you shape realities and sway emotions. Namarie feeds off your successes and failures—each act of manipulation strengthens your bond, allowing her to gain insights into the hearts of those you encounter.

The Weight of Responsibility

With your newfound powers comes a profound responsibility. Namarie does not give her gifts lightly; she rewards those who prove themselves through deeds and decisions. Your actions in both realms have consequences. As you grow in strength and wisdom, so too do her expectations. Namarie’s power is a reflection of your commitment to the balance of magic, nature, and fate. Betray that trust, and her gifts may fade, leaving you vulnerable to the chaotic tides of fate that you once manipulated with ease.

In moments of despair or uncertainty, you can call upon Namarie, feeling her presence guiding your thoughts and actions. She whispers ancient knowledge into your ears, reminding you that you are not alone in your journey. You are but a vessel, woven into the tapestry of her intricate design, and as such, your purpose transcends mere ambition; it becomes a harmony of duality, complexity, and enchantment.

Connection to the Depths

Due to your patrons alure to the depths you gain a swim speed of 50ft and can breathe underwater

Level 3: Namarie’s Blessing

The Namarie gives you a nudge in the direction of the depth of fey trickery giving you a few spells to help you on your Quest. (You can cast Charm Person, Detect Magic, Disguise Self, Invisibility, Control water and Faerie fire at will). You also gain a swim speed of 50ft and can breathe underwater

Level 3: Namarie Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Namarie Spells table, you thereafter always have the listed spells prepared.

Namarie Spells
Warlock Level Spells
3 Minor Illusion, Command, Control Water, Suggestion
5 Tidal wave, Scrying
7 Charm Monster, Wall of Water
9 Animate Objects, Conjure Elemental, Conjure Fey

Level 6: Namarie's Manipulation

Ethereal Tides

At 6th level, you gain the ability to manipulate the flow of time and space, allowing you to momentarily dissolve the barriers between realms. You can choose to do one of the following:

  1. Fey Step: Once per short rest as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. When you arrive at your destination, you can choose to leave behind an illusory duplicate of yourself that lasts until the end of your next turn. The illusory duplicate appears in the space you just vacated and is indistinguishable from you, allowing you to confuse foes. Any creature that tries to attack the illusion must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or waste its attack on the illusory duplicate.

  2. Bubble of Serenity: Once per short rest as an action, you can create a 15-foot-radius bubble centered on a point you can see within 60 feet. This bubble lasts for 1 minute. All creatures within the bubble experience a wave of calmness, making them less likely to act aggressively. Creatures within the bubble must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls and saving throws until the bubble ends. You can maintain concentration on this ability like a spell, allowing you to control the battlefield and provide support to your allies.

  3. Ethereal Dodge: Once per long rest, when you are hit by an attack, you can use your reaction to phase briefly into a pocket of the ethereal realm, making you immune to the damage of that attack. After this effect is triggered, you can immediately teleport up to 15 feet to an unoccupied space you can see.

Bubble of Serenity

Bubble of Serenity: Once per short rest as an action, you can create a 15-foot-radius bubble centered on a point you can see within 60 feet. This bubble lasts for 1 minute. All creatures within the bubble experience a wave of calmness, making them less likely to act aggressively. Creatures within the bubble must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls and saving throws until the bubble ends. You can maintain concentration on this ability like a spell, allowing you to control the battlefield and provide support to your allies.

Ethereal Dodge

Ethereal Dodge: Once per long rest, when you are hit by an attack, you can use your reaction to phase briefly into a pocket of the ethereal realm, making you immune to the damage of that attack. After this effect is triggered, you can immediately teleport up to 15 feet to an unoccupied space you can see.

Fey Step

Fey Step: Once per short rest as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. When you arrive at your destination, you can choose to leave behind an illusory duplicate of yourself that lasts until the end of your next turn. The illusory duplicate appears in the space you just vacated and is indistinguishable from you, allowing you to confuse foes. Any creature that tries to attack the illusion must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or waste its attack on the illusory duplicate.

Level 10: Feylong Phantasm

Feylong Phantasm

At 10th level, your connection to Namarie deepens, allowing you to weave powerful illusions and manipulate the very essence of reality around you. You gain the following abilities:

Phantasmal Mirage

You can create intricate illusions that can confuse and misdirect your foes. Once per short rest as an action, you can create a phantasmal effect in a 30-foot radius sphere centered on a point you can see within 120 feet. The area is filled with illusionary sounds, sights, and scents, creating an environment that can mislead creatures.

  • Illusory Creatures: You can create up to three illusory creatures that appear within this area. These illusions can take any form you can imagine but cannot make physical contact. Creatures in the area must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened for up to 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Shifting Terrain: You can also create the illusion that the terrain is hazardous. Choose one type of terrain (such as a pit, wall, or river) within the area. Creatures within the sphere must succeed on a Dexterity saving throw or be treated as if they were affected by difficult terrain.

Ethereal Echo

You can temporarily shift your presence into the ethereal plane. As a bonus action, you can become incorporeal and immediately move through creatures or objects as if they were difficult terrain. This effect lasts for 10 seconds or until you choose to end it as a bonus action. During this time, you become immune to all non-magical damage and gain advantage on all stealth checks. However, you cannot attack or cast spells while in this ethereal form.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Level 14: Namarie's Mirage

At 14th level, you have mastered the art of manipulating reality and weaving the threads of the fabric of time and space. Your Patron Namarie has gifted you with the ability to create a lasting manifestation of the Feylong, a shimmering, reality-bending mirage that reflects your inner strength and connection to the Fey.

The Great Feylong

You can create a lasting, shimmering aura around yourself that enhances your abilities and makes you a focal point of attention on the battlefield. When you use this feature, you gain the following benefits:

  • Feylong's Aura: You gain a shimmering, ethereal aura that grants advantages in combat. Creatures within 30 feet of you have disadvantage on Wisdom saving throws against your illusions and have a harder time tracking you. Non allied creatures that see you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by your presence for up to 1 hour if the creature passes the save or the effect ends, they are immune to Feylong's Aura for 1 day.

  • Mirage of Reality: three times per short rest you can create multiple illusory versions of yourself, confusing and disorienting your enemies. You can create up to three illusory versions of yourself that move within the area of your control (see above). The illusions can perform actions independently and can move around as if they were separate beings. An enemy attacking an illusion must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or attack the real you.

Feylong's Blessing

Once per long rest, you can use your action to channel the power of Namarie's Mirage. When you do so, you and all allies within 30 feet of you gain the benefits of Fey's Blessing.

  • Fey's Blessing: Once, when you use this feature, you regain (5d8 + your warlock level * 5) hit points. Allies within 30 feet of you also regain a portion of their hit points equal to half the amount you gained (rounded up).

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2025 3:11:43 AM
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