Warlock
Base Class: Warlock

The Heroes of Lore

Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

heroism, detect magic

2nd

find steed, enhance ability

3rd

spirit guardians, conjure animals

4th

conjure minor elementals, death ward

5th

legend lore, scrying

Memories of Many

Starting at 1st level, the memories and knowledge of your patrons may aid you. You can, as a bonus action, double your proficiency modifier on any Intelligence check. You can do this as many times as your Charisma modifier.

You also learn two new languages.

Heroic Manifestations

Starting at 6th level, you can choose one of the following reactions.

  • Warrior's Courage. A brave warrior stands in the way of danger, protecting your allies. You can choose a creature within 30ft of you who is being attacked, using your reaction to summon a spiritual warrior to make an attack against the attacker. It adds your Charisma modifier and proficiency to the attack, dealing 1d6 force damage on a hit. Until the end of your next turn, the defended creature has half cover.
  • Trobadour's Wit. A mischievious trobadour can distract your enemies, foiling your enemies efforts. When a creature you can see within 60ft of you makes an attack roll, an ability check or a damage roll, you can use your reaction to roll 1d8 and substract the result to the roll.
  • Mage's Power. A wise mage helps you withstand the strongest of incantations. You can use a reaction to gain advantage on one saving throw caused by a spell. You can use this after rolling but before knowing if it succeds or not.

You may change your choice after finishing a long rest. You can use them only once per day.

Mage's Power.

You can use a reaction to gain advantage on one saving throw caused by a spell. You can use this after rolling but before knowing if it succeds or not.

Trobadour's Wit.

When a creature you can see within 60ft of you makes an attack roll, an ability check or a damage roll, you can use your reaction to roll 1d8 and substract the result to the roll.

Warrior's Courage.

You can choose a creature within 30ft of you who is being attacked, using your reaction to summon a spiritual warrior to make an attack against the attacker. It adds your Charisma modifier and proficiency to the attack, dealing 1d6 force damage on a hit. Until the end of your next turn, the defended creature has half cover.

Summoned Aid

Starting at 10th level, you may summon a mighty knight or powerful mage to aid you in combat.

  • If you use your action to make any melee attack, you can use your bonus action to summon a warrior that makes an attack with the same weapon type to a target within 10ft of you.
  • If you use your action to cast any cantrip, you can use a bonus action to summon a mage to cast it again to a target within 60ft of you. It casts it as a spellcaster of half your total level.

You can use this feature once per long rest. At 16th level, you gain another use.

Master Summoner

Starting at 14th level, you gain the power to summon one of your spirit patrons. You can use the spell Planar Ally without expending spell slots and the summoned creatures obey your commands for free. They can use the following stat blocks:

 spirit knightspirit priestspirit thiefspirit mage

They fight until killed, the task is completed or 48 hours have passed since casting. Talk to the DM to decide if they count as celestial, fey, fiend or undead. The DM decides their allignment. You can cast this feature once per week.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2019 9:24:46 PM
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