Warlock
Base Class: Warlock

Warlocks who make a pact with a powerful spirit are able to tap into the magic that flows through the Spirit Realm. These warlocks are known by the special lanterns they carry—lanterns that burn with the essence of their patron. The illumination of this vessel carries with it the attributes of the spirit, granting the warlock an array of abilities.

When spirits enter pacts with people, there is often more to it than generosity. Spirits powerful enough to lend out bits of their magic do so for a variety of reasons. Perhaps the spirit is beholden to do so due to a bargain or curse. It could be that the spirit needs allies (though they might not readily admit it). Or maybe they simply see something in you that amuses them. The things that motivate spirits are as varied as they are. And truly powerful spirits can be inscrutable.

Sometimes, there might be spirits that are close and dear to yourself; the spirits may be ones that were ones beside you and were worried. Deciding to grant their guidance so you are able to give to either others or to keep you on the path that is needed.

"I always have my friend in here in this light. Almost like the time we capture fireflies together when young. I believe they are close and been always close; I just wish that I could've been their light." - Oliver Hyoin, known to carry always a bright purple ornate lantern on a staff.

 

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Expanded Spell List

1st-Level Spirit Lantern Feature
The Spirit Lantern 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.

The Spirit Lantern Spells

SPEll LEVEL SPELLS

1st

Faerie Fire, Identify

2nd

Detect Thoughts, Locate Object

3rd

Daylight, Spirit Guardians

4th

Divination, Locate Creature

5th

Dawn, Wall of Light

 

You can optionally replace these spells with spells that deal Radiant damage and/or spells that are Support.

DM's Permission Required: You can optionally replace these spells with spells from the Cleric or Paladin spell list.

 

Spiritual Lantern's Guiding Light

1st-Level Guiding Lantern Feature
When you get connected with the spirit of your destined path, granting you the Spiritual Lantern. Starting at 1st level, you gain the following benefits as you carry your Spiritual Lantern:

  • You can use your lantern as a spellcasting focus for your spells.
  • Your lantern can give a glow from 5 ft. of dim light minimum to a 60 ft. radius of bright light and additional 60 ft. radius beyond of dim light. This can be controlled with a bonus action or reaction. When you reach 10th level, the range goes further with its new maximum of being 120 ft. bright light and an additional 120 ft. radius beyond of dim light and can be controlled with a free action.
  • You know the Guidance and Spare the Dying cantrips and they have a range of 30 ft.

If you lose your lantern or like to transfer the spirit within your lantern to another, you can create a new lantern or use any lantern to convert it into your special lantern during a long rest. If do that and its a magical lantern, the effects apply to the new light.

Illuminating Aura

1st-Level Spirit Lantern Feature
Starting at 1st level, the essence of your connected spirit is channeled into a lantern, able to unleash its light to present to many.

As an action, you can activate your lantern in a special manner, causing it to shed a prismatic, bright light in a 30-foot radius and dim light for an additional 30 feet. This light lasts for 1 minute, or until you let go of the lantern or choose to end this effect early (no action required). For the duration, you gain the following benefits:
Savior's Ray of Light. Whenever you see a creature in your lantern's bright light make a saving throw, you can use your reaction to grant that creature a bonus to the save equal to your Spellcasting modifier (minimum of +2).
Lifelight. Whenever an ally or a friendly creature in your lantern's bright light start or end their turn in the light, they regain an amount of hit points equal to your Spellcasting modifier (minimum of +2).
Burst of Light. Whenever a hostile creature within your lantern's dim light fails a Saving Throw, it takes Fire, Necrotic or Radiant damage equal to the sum of your proficiency bonus plus half your Warlock Level (rounded up).
Revealing Light. Invisible creatures and objects are visible as long as they are in the lantern's bright light. When you reach 14th level in this subclass, you are able to reveal the creature and/or object's true form in the bright light as well.

You can use this feature a number of times equal to your proficiency bonus per long rest. When you reach 14th level, you can activate this special form of the lantern without expending any uses; if you do expend a use, you can have the radius be similar to the Spirit Lantern's instead of 30 feet limited.

Oracle Nightlight

6th-Level Spirit Lantern Feature
Beginning at 6th level, you can spend an action to magically connect your mind to a light source such as a candle or torch that you can see or are familiar with. The light source acts as if it were the sensor created by the Clairvoyance spell, granting you the same benefits. You can use the light source in this way for 10 minutes or until you use this feature again.

Once you use this feature on a light source, you can't use it on the same light source again until you finish a long rest.

Knock the Lights Out!

6th-Level Spirit Lantern Feature
Time to lighten things up with a swift knockout: with your lantern companion of course. Didn't expect to see the floating comrade about 10 feet away. Starting at 6th level, your Illuminating Aura no longer ends if you let go of your lantern. While you aren't holding your lantern, you can magically take control of it for 1 minute (no action required), using it as if it were a Spiritual Weapon cast as a 2nd-level spell. Your lantern continues to act as your spellcasting focus while using this feature, even though you are no longer holding the lantern.

The level at which Spiritual Weapon is cast increases when you reach certain levels in this class, increasing to a 4th-level spell at 10th level and a 6th-level spell at 15th level. Also if utilize in this manner, the damage with this lantern is either Fire, Force, Necrotic, Psychic or Radiant (your choice upon attacking) instead.

Once you take control of your lantern in this way, you can't do so again until you finish a long rest, unless you expend a spell slot to take control of it again.

Illuminating Flashbang

10th-Level Spirit Lantern Feature
Time to shine this place with something better than staring at the sun. Starting at 10th level, while your lantern's Illuminating Aura is active you can use an action to cause the light to flare with an overwhelmingly brilliant flash. Each creature of your choice illuminated by either your lantern's bright light or dim light (your choice) must make a Constitution saving throw against your Spell Save DC. On a failed save, a creature takes Necrotic, Psychic or Radiant damage equal to 2d8 + your warlock level and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.

Children of the Light

14th-Level Spirit Lantern Feature
You unleash the inner light of yourself and the spirit guiding you. Finally at 14th level, you can unleash a specialized pastel color aura of light from your lantern as an action. This specialized 30-foot radius aura grants the following benefits for a number of minutes equal to your proficiency bonus:

  • You and friendly creatures of your choice in the aura gain a +3 bonus to AC, checks and saving throws.
  • Friendly creatures gain a 1d6 bonus to damage rolls and 1d4 to attack rolls.
  • Yours and friendly creatures damage rolls can turn entirely into Radiant if wish.
  • Whenever you and/or a friendly creature regain hit points underneath the aura from any form of healing but your light and aura, you and/or the creature regain an additional amount of hit points equal to your proficiency bonus.

You can only use this feature twice before regaining all uses on a long rest.

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