Warlock
Base Class: Warlock

Your patron is not a single entity, but the assembled spirits of your bloodline—an eternal council of archetypal forebears who linger beyond death, their voices woven into a chorus of ghostly deliberation. Their will is not always unified, for each figure embodies pride, folly, wisdom, or vengeance. To serve them is to inherit the tangled weight of generations, guided at once by their triumphs and haunted by their regrets. Some whisper to preserve honor, others demand retribution or pursuit of power, and still more push toward whims only they can justify. From this cacophony, your strength is forged—whether you are their champion, their pawn, or both.

Level 3: Omen-Speaker

At 6th level, the vigilant voices of the council guide your defense in battle.

  • When a creature you can see within 30 feet is targeted by an attack, you can use your reaction to invoke the council's warning. The target gains a bonus to its AC against that attack equal to your Charisma modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest. 

 

Level 3: Word-Weaver

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

Council's Spells
Warlock Level Spells
3 Command, Shield of Faith, Warding Bond, Aid
5 Speak with Dead, Spirit Guardians
7 Divination, Guardian of Faith
9 Legend Lore, Flame Strike

Level 6: Storm-Bearer

At 6th level, the tempestuous spirit of the council unleashes its fury through you.

  • As an action, choose a creature you can see within 30 feet. The target must make a Dexterity saving throw against your warlock spell save DC. On a failed save, it takes 4d8 lightning damage, or half as much on a success. Any creatures within 5 feet of the target also take 2d8 lightning damage on a failed save.

  • At 10th level, the damage increases to 5d8/3d8. At 14th level, it increases to 6d8/4d8.

  • On a successful save, ancestral fury rocks your body. You take lightning damage equal to 1d6 + your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest.

Level 10: Flame-Keeper

At 10th level, the zealous spirit of sacred fire lends you its covenant.

  • As an action, you call upon sapphire-blue ancestral fire that erupts in a 15-foot-radius sphere centered on a point you can see within 60 feet.

  • Each creature of your choice in the area must make a Dexterity saving throw against your warlock spell save DC. A creature takes 6d8 fire damage on a failed save, or half as much on a successful one. At 14th level, the damage increases to 8d8.

  • In addition, one ally of your choice within the area is bathed in cleansing ancestral fire and immediately benefits as though you had cast Greater Restoration on them, without expending a spell slot or material components.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Level 14: Far-Seer

At 14th level, the prophetic spirit of the council grants you a glimpse into destiny itself.

As an action, you summon the spectral presence of the council, shrouding yourself in ghostly figures that drift in a 15-foot radius centered on you. This shroud lasts for up to 10 minutes and moves with you. The spirits are intangible, invulnerable, and shed dim light in the area.

While the shroud is active:

  • You and your allies within the area deal an extra 1d10 necrotic, fire, or psychic damage (your choice when you activate this feature) when you hit a creature also within the shroud.

  • Allies within the shroud have advantage on ability checks and saving throws.

  • Hostile creatures within the shroud have disadvantage on ability checks and saving throws.

Maintaining the shroud requires concentration, as if concentrating on a spell. Additionally, each time an ally gains advantage from this feature, you must immediately make a Constitution saving throw to maintain concentration. The DC equals 10 + the number of times this feature has granted advantage since its activation. On a failed save, the shroud immediately dissipates and the feature ends.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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