Warlock
Base Class: Warlock

You made a pact with one of the greatest arcane masters of a bygone era. Through this contract, he will show you how to strengthen your attacks, use the power of illusions to destabilize your opponents, and move magically. The question remains: what will he ask in return...?

Level 3: Deceptive Scapegoat

Your patron taught you how to get out of a sticky situation using an afterimage.

Once a day, you can use your reaction when an ennemy makes an attack against you. You then move to an unoccupied  space that you can see within 40 ft. Additionally, if the creature  was using a melee attack, it must succeed a Dexterity save of 13 + your Charisma modifier, or be prone.

Level 3: Illusory Spells

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

Illusory Spells
Warlock Level Spells
3 Misty Step, Invisibility, Shining Smite, Mirror Image
5 Counterspell, Blink, Major Image
7 Dimension Door, Greater Invisibility, Hallucinatory Terrain
9 Seeming, Dream

Level 6: Arcanic Blessing

You can ask your patron to lend you some of his magic reserves.

Once a day, you can use your bonus action to regain 1d4 +1 spell slots, allotted as you wish.

Level 10: Arcanic Mastery

Your spell DC increase of +1 and you gain magic resistance.

Level 14: the Ball of Hallucinations

Once per day, you conjure a crowd of clones to destabilize your ennemies.

You can use this action to create 2d4 +2 clones of yourself, placed at will in any unoccupied space that you can see in a 50 ft. radius. If a clone is hit, it explodes in a 10 ft. radius. Targets in range must succed a Charisma saving throw against you spell DC, or take 1d10 +2 psychic damage.

 The clones can chain explode.

Previous Versions

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4/20/2025 11:58:20 PM
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