Warlock
Base Class: Warlock

Offer up a body part to a parasitic agent of the Dweller.

Your pact draws on the well of magic provided by the parasite. A conjured wisp acting as both a messenger for, and extension of the Dweller's influence. In return for a piece of your body as well as moments of control over it, you have been gifted with an extraordinary affinity for The Weave itself. The Dweller's influence draws you to anything dense with magic, vulnerable to magic, or conductive of magic. More importantly, you feel irresistibly drawn to knots in The Weave. An immeasurable hunger takes hold of you, desperate to tear out the cause of knot for yourself by any means necessary.

Gift of Affinity

The Dweller has gifted you with affinity for The Weave itself.

You are proficient with magical equipment while using it. When you attack with a magical weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. While you are wearing magical armor, you can use your Charisma modifier, instead of Dexterity, for your armor class.

Dweller Spells

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

Harvest The Weave

The Dweller's influence has strengthened, and with it your hunger for magic.

As an action you may touch a magic item to temporarily syphon it's magical properties, gain temporary hit points equal to your Charisma modifier. Gain additional temporary hit points equal to your Charisma modifier for each tier of rarity above uncommon. If the item is currently being used by an unwilling target they must make a DC (10 + your Charisma modifier + half of your warlock level rounded up - 3 for each tier of rarity above common) Strength saving throw to prevent this. This effect lasts for 24 hours and you may end it early as a free action. In combat this effect only lasts an amount of rounds equal to your Charisma modifier. If this effect lasts the full 24 hours, half of the remaining temporary hit points are added to your max hit points rounded up.

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.

Puppeted Body, Inhabited Mind

The Dweller has decided that you're worth supporting, and will personally aid in your safety.

Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.

Vassalage

The Dweller has gifted you with the ability to spread it's influence.

You may target a creature currently missing a body part and send a wisp similar to the one you are infected with at them. The target must succeed on a Charisma saving throw against your spell save DC, or become infected. The infected target must follow all commands you and your allies give to it as if it were a summon. The infected target can host the Dweller. The infected target becomes a puppeted servant and cannot cast spells unless it is controlled by The Dweller. The infected target cannot act on it's own. On a successful save, the target falls prone and is frightened until the start of your next turn.

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.

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