Warlock
Base Class: Warlock

Make a deal that might be your last

 

Your pact draws on the multiverse, the realm of infinity. Your pact is with a small being looking like a dorito two-dimensional, 3-foot tall triangle cyclops with a bowtie, tophat, and a thirst for destruction. The power this creature gives you is raw, and ever changing, leaving all that oppose you and your yellow friend turned to dust.

 

Level 3: Triangle Spells

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

 

Triangle Spells

  Warlock level Spells

                  3

Tasha’s Hideous Laughter, Hellish Rebuke, Mind Spike, Suggestion

                  5

Fear, Major Image

                  7

Dimension Door, Hallucinatory Terrain

                  9

Synaptic Static, Weird

 

Level 3: Trick Bargain

Starting at 3rd level, you have learned to make deals with humanoid creatures. As a bonus action, you can approach a creature that can understand you and offer it a boon that it desires. This boon can be anything that the creature desires, but it cannot be something that is too great or powerful. The creature must agree to the deal, and you must be able to fulfill your end of the bargain.

Once the deal is made, you gain control of the creature for 30 minutes. You can use this time to command the creature to perform actions that are within its capabilities. You can also use this time to learn information from the creature or to gain its assistance in a task. At higher levels, your possession time increases by 20 minutes, and the boon chosen can be greater.

Boons can range from wealth, physical attributes, temporary feats or stat boosts, talking to a family member that is deceased or far away, or anything that can be conjured or changed with magic. For boons that are physical, mental, or supernatural (ghosts, dead, magic, unnatural abilities, etc.), your patron’s magic can let you make these boons possible, but anything tangible, you must do yourself. If the requested boon is wealth, you must provide the pence.

 

Level 6: Mind Weaver

Starting at 6th level, you can use your mystical powers to influence the minds of others. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, you can choose one of the following effects, which lasts for 24 hours:

  • Change Motives: You can implant a new motive in the target's mind. This motive can be anything you desire, such as a desire for power, a desire for revenge, or a desire to help others.
  • Shift Alignment: You can shift the target's alignment by one step. For example, you could shift a lawful good creature to neutral good, or a chaotic evil creature to chaotic neutral.
  • Alter Memories: You can alter one of the target's memories. This could be a specific event, a relationship, or even a piece of information. You can either add a new memory or erase an existing one.

 

10th Level Feature: Mind shield

Your charming patron’s power grants you the ability to have an unreadable head. Your thoughts can’t be read telepathically or by other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes psychic damage equal to the psychic damage you took.

 

14th Level Feature: Minor Apocalypse

You harness the chaotic powers of your patron to create a 100-foot radius sphere centered on yourself. This area is filled with chaotic energy and lasts for 30 minutes, extending by 5 minutes for each spell slot level above the required level.

Creatures within the sphere must make a Wisdom saving throw at the start of their turn. On a failed save, they experience one of the following:

  • Confusion: Behave as if affected by the Confusion spell.
  • Hallucinatory Terrain: The area transforms into an illusory landscape.
  • Random Chaos: Roll a d6 to determine an effect, including psychic damage, being stunned, halved speed, blinded, or frightened.

Control: You can choose or change the effects or objects within the sphere on subsequent turns, giving you strategic control over the battlefield.

Level 3: Level 3: Triangle Spells

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

 

Triangle Spells

  Warlock level Spells

                  3

Tasha’s Hideous Laughter, Hellish Rebuke, Mind Spike, Suggestion

                  5

Fear, Major Image

                  7

Dimension Door, Hallucinatory Terrain

                  9

Dream, Weird

Level 3: Level 3: Trick Bargain

Starting at 3rd level, you have learned to make deals with humanoid creatures. As a bonus action, you can approach a creature that can understand you and offer it a boon that it desires. This boon can be anything that the creature desires, but it cannot be something that is too great or powerful. The creature must agree to the deal, and you must be able to fulfill your end of the bargain.

Once the deal is made, you gain control of the creature for 30 minutes. You can use this time to command the creature to perform actions that are within its capabilities. You can also use this time to learn information from the creature or to gain its assistance in a task. At higher levels, your possession time increases by 20 minutes, and the boon chosen can be greater.

Boons can range from wealth, physical attributes, temporary feats or stat boosts, talking to a family member that is deceased or far away, or anything that can be conjured or changed with magic. For boons that are physical, mental, or supernatural (ghosts, dead, magic, unnatural abilities, etc.), your patron’s magic can let you make these boons possible, but anything tangible, you must do yourself. If the requested boon is wealth, you must provide the pence.

Level 6: Level 6: Mind Weaver

Starting at 6th level, you can use your mystical powers to influence the minds of others. As an action, you can target a creature within 30 feet of you. The target must make a Wisdom saving throw, DC 12. On a failed save, you can choose one of the following effects, which lasts for 24 hours:

  • Change Motives: You can implant a new motive in the target's mind. This motive can be anything you desire, such as a desire for power, a desire for revenge, or a desire to help others.
  • Shift Alignment: You can shift the target's alignment by one step. For example, you could shift a lawful good creature to neutral good, or a chaotic evil creature to chaotic neutral.
  • Alter Memories: You can alter one of the target's memories. This could be a specific event, a relationship, or even a piece of information. You can either add a new memory or erase an existing one.

Level 10: 10th Level Feature: Mind shield

Your charming patron’s power grants you the ability to have an unreadable head. Your thoughts can’t be read telepathically or by other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes psychic damage equal to the psychic damage you took.

14th Level Feature: Minor Apocalypse

You harness the chaotic powers of your patron to create a 100-foot radius sphere centered on yourself. This area is filled with chaotic energy and lasts for 30 minutes, extending by 5 minutes for each spell slot level above the required level.

Creatures within the sphere must make a Wisdom saving throw at the start of their turn. On a failed save, they experience one of the following:

  • Confusion: Behave as if affected by the Confusion spell.
  • Hallucinatory Terrain: The area transforms into an illusory landscape.
  • Random Chaos: Roll a d6 to determine an effect, including psychic damage, being stunned, halved speed, blinded, or frightened.

Control: You can choose or change the effects or objects within the sphere on subsequent turns, giving you strategic control over the battlefield.

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