Base Class: Warlock
A god from an past era has offered you a pact. Looking to regain its lost glory or seek revenge on those who lead to its downfall (or their descendants) through manipulation and cunning. You are one of a handful of beings offered this gifts in exchange for your service in restoring them to their rightful place. Perhaps your family is one of the few followers still left in the mortal realm, or more likely you happen to find yourself in a position that this diminished god thinks will prove useful to their divine plans.
Level 3: The Forgotten Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in The Forgotten Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | bane, fog cloud, calm emotions, moonbeam, misty step |
| 5 | Blink, clairvoyance |
| 7 | phantasmal killer, Greater Invisibility |
| 9 | Dominate Person, Seeming |
Level 3: Just Out of Sight
Your patron often demands you remain unseen until the time is right. They bestow upon you the ability to see and move through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Charisma modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest.
You can cast the pass without trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have.
Level 6: Tactical Retreat
Starting at 6th level, you learn the value of living to fight another day. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 10: Do Not Go Quietly
Your patron shows you what it means to persist in the face of destruction and coercion. You are immune to being charmed, and are resistant to psychic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with a mental scream. Each creature of your choice that is within 30 feet of you takes psychic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.
Level 14: Gather the Forgotten
Your patron has tasked you with gathering new worshipers. You can use your action to cast mass suggestion at 7th-level without expending a spell slot once per long rest. In addition for the duration of the spell they view themselves as your ally, but spell will still end if they are asked to stab themselves, throw themselves onto a spear, immolate themselves, charge into an unwinnable battle or do some other obviously harmful act.







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