Warlock
Base Class: Warlock

Warlocks of the Assembly draw their power not from a single patron, but from the collective goodwill of many. Through an ancient rite, forgotten relic, or secret older than the gods themselves, you have learned to transform the loyalty, hope, and belief of others into magical power. Every friendship, oath, and act of devotion strengthens the bond between you and your Assembly, allowing you to accomplish feats of magic that would be impossible through your own will alone.

Unlike a traditional warlock, you are not the servant of a greater power. Rather, you are a node in a web of relationships, gathering patrons that may number in the dozens, hundreds, or even thousands, and accumulating only a fragment of their goodwill as the source of your abilities. No individual patron is meaningfully diminished by the exchange, but together their collective faith forms a reservoir of supernatural power that you can call upon when you need it most.

Some Assembly warlocks cultivate their connections through genuine friendship and mutual loyalty. Others manipulate, deceive, or inspire devotion for their own ends. Whatever the means, every patron who willingly lends you their goodwill becomes another voice in the vast chorus from which your magic is drawn.

Level 3: Gather Assembly

You gain a pool of Amity Points that represent a reservoir of the magical energy from your Assembly. You have a number of Amity points equal to your Proficiency Bonus, and you regain all expended points when you finish a Long Rest. You can expend your Amity points in the following ways:

Borrowed Power. When you cast a Warlock spell of 1st through 5th level, you can expend 3 Amity points to cast the spell without expending a spell slot. Whenever you cast a spell from the expanded Assembly spell list of 1st through 5th level, you can expend 2 Amity points to cast that spell without expending a spell slot.

Heightened Aid. You learn the spell Aid. It counts as a Warlock spell for you and doesn’t count against the number of spells you know. When you cast Aid using Goodwill, the targets receive addition Temporary Hit Points equal to your charisma modifier. 

Level 3: Assembly Spells

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

Fiend Spells
Warlock Level Spells
3 Heroism, Cure Wounds, Warding Bond, Detect Thoughts
5 Beacon of Hope, Sending
7 Charm Monster, Compulsion
9 Dominate Person, Mass Cure Wounds

Level 6: Resolve

When you fail an ability check, attack roll, or saving throw, you can use our reaction to expend 1 Amity point to reroll the d20. You must use the new roll.

In addition, when a creature you can see within 30 feet of you fails an ability check, attack roll, or saving throw, you can use your Reaction and expend 1 Amity point to allow that creature to reroll the d20. The creature must use the new roll.

You can use this feature only once per turn.

Level 10: Confluent Strength

As an action, you can expend 2 Amity point to invoke one of the following benefits:

  • Shared Expertise. For 1 hour, you add your Charisma modifier to any ability check you make that doesn’t already include your Charisma modifier.

  • Borrowed Knowledge. For 1 hour, you gain proficiency with one tool of your choice. If you already have proficiency with that tool, you instead gain Expertise with it.

  • Whispered Network. When you cast a cantrip that allows you to communicate a message to another creature, you can extend the message through your Assembly. The spell’s range becomes 1 mile, and you can choose any number of creatures you have met within that range to receive the message. The creatures don’t need to be able to see or hear you, provided they are on the same plane of existence.

You can use only one option from this feature at a time. An option ends early if you use this feature again.

Level 14: Web of Influence

You emanate a 30-foot aura while you are conscious. The aura extends around corners but is blocked by Total Cover. Within the aura, you can perceive the emotional connections between creatures as though they were physical threads. You know whether a creature is Friendly, Indifferent, or Hostile toward another creature, and you can recognize whether two creatures share a meaningful bond of loyalty, affection, fear, or resentment. You don't automatically know the cause or history of a relationship. You can also perceive whether a creature within your aura is a member of your Assembly.

As a Bonus Action, you can expend 1 Amity to manipulate the relationships within your aura. Choose one of the following effects:

Bind. Choose two creatures within your aura that are capable of being Charmed. You strengthen the bond between them. Each creature must succeed on a Wisdom saving throw against your Warlock spell save DC or be Charmed by the other creature for 1 minute. A creature repeats the saving throw whenever it takes damage from the creature that Charmed it, ending the effect on itself on a success.

Alienate. Choose two creatures within your aura. You sever the emotional connection between them and turn their relationship against itself. Each creature must succeed on a Wisdom saving throw against your Warlock spell save DC or be Frightened of the other creature for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unite. Choose two willing creatures within your aura. Until the start of your next turn, they become mystically connected. Whenever one of them takes damage, the other can use its Reaction to reduce the damage by an amount equal to your Charisma modifier. The connection ends early if either creature leaves your aura.

Sever. Choose two creatures within your aura that share a meaningful emotional connection. You sever their connection until the start of your next turn. While the connection is severed, neither creature can willingly move closer to the other, and neither can provide the other with the Help action or benefit from effects that specifically target a creature with which it shares a bond.

Creatures affected by you in this way can intentionally fail their saving throw.

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