Base Class: Warlock
Your pursuit of knowledge or power has driven you to make a pact with a Sphinx, an ancient guardian of secrets.
Maybe you created a Sphinx of Wonder yourself after an intellectual breakthrough and now seek to strengthen it through finding ancient texts and new spells for it to study as it empowers you. Maybe you narrowly escaped the ruin a Sphinx of Secrets was guarding and now hold some of its arcane knowledge. Maybe you were part of a cult that worshipped a Sphinx of Lore, which has chosen you to go out and avert some disaster or maybe a Sphinx of Valor seeks to test your mettle to entrust you with one of its artifacts or even make you a Sphinx yourself.
Whatever it may be, you are now under the scrutiny of one of the guardians of the multiverse.
Level 3: Sphinx Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Sphinx Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Find Familiar, Identify, Enhance Ability, Zone of Truth |
| 5 | Glyph of Warding, Remove Curse |
| 7 | Divination, Guardian of Faith |
| 9 | Dispel Evil and Good, Insect Plague |
Level 3: Wondrous Companion
As a Pact of the Sphinx Warlock, the Sphinx of Wonder is automatically available to you as a familiar even without taking the Pact of the Chain Invocation. It is bound by the usual rules of Find Familiar.
Level 3: Curse Of The Riddle
You have learned to wield the Sphinx’s riddles to halt and distract your foes. As a Bonus Action choose one creature who can hear you within 30 ft of yourself. The target is cursed for 1 minute. The curse ends early if you dismiss it (no action required), are incapacitated or die. If the target has an Intelligence score of less than 5, the curse is unsuccessful and you cannot use it again until you replenish this ability.
While your target is cursed in this manner, it needs to make a Wisdom saving throw against your spell save DC at the start of each of its turns or waste its action pondering the riddle you set for it. The target can take a Study action to make an Intelligence check against your Warlock spell save DC, ending the curse on itself on a success.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest or unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Level 6: Shared Knowledge
When you or an ally within 30ft of you take a Study Action, you can use your reaction to add 1d6 to the roll. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) but can use it no more than once per reaction. You regain all expended uses of this ability when you finish a Long Rest.
Level 10: Intellectual Enigma
Your Curse of the Riddle drives those trying to solve it to painful madness. If the target of your curse fails its Wisdom saving throw to retain its action, it also takes 2d8 psychic damage.
Additionally, when the target of your curse takes a Study action to solve the riddle and end the curse on itself prematurely, you can use a reaction to impose disadvantage on the check. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain all expended uses of this ability when you finish a Long Rest.
Level 14: Maddening Roar
You have learned to channel the voice of a Sphinx. As an action you let out a mind-shattering roar. Each creature of your choice that is within 30 feet of you must succeed on a Wisdom saving throw against your Warlock spell save DC or take 8d6 Psychic Damage and be incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. A creature affected by your Curse of the Riddle has disadvantage on the saving throw.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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Posted Nov 28, 2025I really enjoyed playing it, I definitely recommend it to people!