Warlock
Base Class: Warlock

Your pact binds you to an entity that dwells in the endless skies, such as an ancient sky whale, a powerful aerial spirit or an elder tempest. This ancient being exists in the unfathomable vastness beyond the earth's edge, and is almost entirely indifferent to the everyday struggles taking place far below it. Perhaps it reached out to you with its magic for its amusement; perhaps out of curiosity; or perhaps it was you who bound yourself to it out of longing for the endless sky at any cost.

Warlocks of the Skydweller are sometimes changed by their pact: often they appear lighter, quicker and more slender, and most of them are regularly overtaken by a strong desire for the open sky, to see it, sail it, feel the wind in their hair and the sun in their eyes. Their patrons, too, often urge them to always travel on, and to never stay in one place for too long.

Expanded Spell List

The Skydweller 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.

Spell Level    Spells

1st                  feather fall, jump

2nd                 gust of wind, levitate

3rd                  phantom steed, wind wall

4th                  freedom of movement, ice storm

5th                  conjure elemental (air only), telekinesis

Tongue of the Wind

You can speak, read and write Auran. Starting at 1st level, when you speak, you can choose to make your voice sound like a gentle melody of the wind to any number of creatures of your choice which can hear you, rendering them unable to understand you. A creature that succeeds an Intelligence saving throw against your spell save DC can discern your true words and becomes immune to this feature for 1 hour. A creature that fails its saving throw can repeat it every minute while you are speaking and it can hear you.

Spectral Evasion

Starting at 1st level, your patron's fleeting presence blows you out of harm's way. When you are hit with an attack, you can use your reaction to halve the attack's damage against you. You cannot use this feature if you are grappled or restrained.

Once you use this feature, you can't use it again until you take a short or long rest.

Aerial Fickleness

Starting at 6th level, your patron will sweep up both you and your enemy in your time of need. When you hit a creature you can see with an attack, you can use this feature to compel that creature to make a Charisma saving throw against your spell save DC. On a success, the feature has no effect. On a failure, you instantly teleport to the creature's space, and the creature instantly teleports to the space where you were when you used this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If a creature successfully resisted this feature, no use is expended. You may expend a warlock spell slot to regain one use of this feature (no action required).

Wind Path

Starting at 10th level, gentle air currents pick you up and move you around at your command. You have a flying speed of 60 feet and the ability to hover. Additionally, when you move using your flying speed, intense gusts of wind fill a 5-foot radius sphere centered on you. The wind disperses any fog, gas or vapor, and extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Open Sky

Starting at 14th level, you can open your patron's domain even to all. As an action, make a melee spell attack against a creature within 5 feet of you that you can see, provided it is Large or smaller in size. On a hit, the creature becomes grappled by you, and both it and you, along with any objects you are wearing or carrying, instantly teleport straight upward in a puff of wind to an unoccupied space of your choice, to a maximum distance of 500 feet. You can only teleport to a space that is vertically directly above you. The space can be one you can see, one you can visualize, or one you can describe by stating the distance. If you would arrive in a place already occupied by an object or a creature, both you and the target take 4d6 force damage, and the feature fails to teleport you.

After teleporting, if you wish to immediately drop your target, you can do so (no action required). If the creature is too heavy for you to carry, it is dropped automatically. Your carrying capacity is considered double for the purposes of carrying a creature you are grappling with this way. While grappling a creature in this way, you can move as normal, with no penalty to your movement speed. The creature can attempt to escape the grapple as normal, but it has disatvantage on its Strength (Athletics) and Dexterity (Acrobatics) checks to do so. Until this grapple ends, the creature is restrained.

Once you successfully use this feature, you cannot use it again until you finish a long rest.

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