Base Class: Warlock
You patron is something powerful, a mysterious being that many may know about, or perhaps you are one of the unlucky few who has survived an encounter with it. Theis creature of unimaginable power watches over the world, gradually edging closer and closer towards the world you know. As the creature approaches, the world suffers, as a semblence of the power this being contains can cause ruptures throughout the world. Warlocks who have the displeasure of meeting this creature and forever changed by the experience, their minds suffering from the shear immensity of the being. While most use this experience to attempt to warn the world of the impending doom, there are many who believe themselves chosen to stop this being. Having survived their encounter, warlocks are able to tap into the shreds of power that are dotted around the world, summoning creatures at their beck and call and manipulating the world around them.
The Creature you serve could be anything. Most commonly, the creature may be a deity, such as a god or goddess, that may desire the destruction of the world or at least more power. Whatever the creature is, it is your duty to warn the world, and protect yourself.
Expanded Spell List
Being a Harbinger 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.
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Harbinger Sentinel
Starting at 1st level, you gain the service of a spirit sent by your patron to remind you of what is coming.
The spirit assumes the form of a tiny flying creature, your choice, and uses the game statistics of a raven. It always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the spirit is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the spirit can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. As an action, you can see through the spirit's eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the spirit and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The spirit doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The spirit vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the spirit back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Soul Merge
At 6th level, you gain the ability to merge with your sentinel spirit. As a bonus action when your spirit is perched on your shoulder, your body merges with your spirit's form. While merged, you become Tiny, you replace your speed with the spirit's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your spirit being perched on your shoulder. As an action, you and the spirit return to normal.
Incessant Omen
Starting at 10th level, your interactions with the being you fear has left your mind with irreparable scars, such that any other scars other creatures attempt to inflict on your mind have far lessened effects. Additionally, your determination to see the world know what is coming causes you to refuse death more often than not.
You gain advantage on death saving throws, immunity to the frightened condition, and resistance to psychic damage.
Doomsayer
Starting at 14th level, your prophetic warnings have begun to morph themselves and corrupt the minds of those that hear them.
As an action, you begin uttering maddening words. Each creature that can hear you within 60 feet of you must make a Wisdom saving throw against your spell save DC or take 4d6 psychic damage and be frightened of you for up to 1 minute. While a creature is frightened of you, the creature takes 2d6 psychic damage at the start of its turn and can only hear you for the duration. At the end of each of the creature's turns, it can repeat the saving throw, ending the frightened effect on a success. Additionally, each creature that failed the initial saving throw has muddled thoughts for 1 minute. During that time, it rolls a d4 and subtracts the number rolled from all its attack rolls, saving throws and ability checks. This additional effect does not end early even if the creature succeeds on the save.
Once you use this feature, you cannot do so again until you finish a short or long rest.
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