Base Class: Warlock
When an especially powerful sorcerer dies, their soul sometimes lingers in the world, warping reality itself around it. Sometimes, more out of instinct than actual will, this Remnant makes a pact with a regular mortal, granting them a small fraction of the sorcerers power. Thus, the Warlock of the Remnant may use the sorcerers wealth of knowledge to learn new spells, create new spell slots and even gain access to the sorcerers metamagic.
Level 1: Expanded Spell List
The Remnant lets you choose from an expanded Spell list when you learn a warlock spell The following spells are added to the warlock spell list for you.
- 1st Level: Chromatic Orb, Feather Fall
- 2nd Level: Enlarge/ Reduce, Hold Person
- 3rd Level: Blink, Fireball
- 4th Level: Polymorph, Stone skin
- 5th Level: Creation, Hold Monster
Font of Magic
When you choose this subclass at 1st level, you gain the ability to tap into your Patrons wellspring of magic. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points. You have a number of sorcery points equal to your proficiency bonus + your charisma modifier (minimum of one), which you can use to create warlock spell slots at an exchange rate of two sorcery points per spell slot, or you can turn warlock spell slots into sorcery points at the same rate.
Level 6: Metamagic
At 6th level, you gain access to two of the sorcerers metamagic options, as detailed in the players handbook. You gain one additional metamagic option at 9th, 11th and 13th level.
Level 10: Deeper Knowledge
Starting at 10th level, whenever you cast a spell using a warlock spell slot, roll a d10. On a 10, the spell slot you used as well as any sorcery points you spent on metamagic options are free. You may use this feature a number of times equal to your proficiency bonus.
Level 14: Ascendence
Starting at 14th level, you gain the ability to channel your Patrons power through you, entering an ascended state for 30 seconds. While in this state, you gain the following benefits:
- Your "Deeper Knowledge" ability activates ob a roll of 2 or higher.
- You gain two sorcery points at the start of each of your turns.
- You have advantage on Spell attack rolls and any creature within 120 feet of you has disadvantage on saving throws to escape the effect of your spells.
- Whenever you score a critical hit with a spell, you deal maximum damage on your normal roll + the critical damage.
Once this feature ends, you must make a DC 20 Constitution saving throw or immediately fall to 0 hit points.
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