Warlock
Base Class: Warlock

Created by Marpo's Marketplace - inspired by and in honor of Dolly Parton.

Warlocks patrons have a reputation for being creatures of darkness: unknowable entities offering forbidden power, archfiends bargaining for souls, and ancient beings whose gifts inevitably come with a price.  Though that reputation is not always deserved, there are enough tales of corrupted bargains and terrible consequences that few hear the word Warlock and immediately think of kindness.

But sometimes, an entity of such overwhelming goodness finds its way into this traditionally darker corner of magic, determined to bring generosity, joy, and compassion to a place associated with evil and malice.

The Queen of the Misty Mountains offers power not to those who seek dominion over others, but to those who understand what power is for.

When you choose the Queen of the Misty Mountains as your patron, you are not driven by a desire to harm, but to help.  You do not gather power simply for the sake of becoming powerful; you gather it so that you might share that power for the benefit of others.

The Queen asks for no sacrifice, demands no worship, and has little interest in conquest or glory.  Her pact is one of generosity; when you have enough to give, you give.  When someone needs a hand, you offer yours.  And when the world gives you reason to become cruel, you choose kindness anyway.

Her Warlocks travel the world using their gifts to encourage, protect, educate, and uplift those around them.  For the Queen teaches that power is not diminished when it is shared.

It grows.

Level 3: Gift of Song

The Queen teaches that music is a gift best enjoyed together, and that there is always something to be learned by listening to another person's song.

At 3rd level, you gain proficiency in the Performance skill.  If you are already proficient in Performance, you instead gain Expertise in it, allowing you to add twice your Proficiency Bonus to any ability check you make using Performance.

You also gain proficiency with one musical instrument of your choice.

Additionally, if you spend at least 10 minutes watching and listening to a creature proficient with a musical instrument as it plays, you gain proficiency with that instrument until the end of your next Long Rest.

Once you gain proficiency with an instrument in this way, you cannot do so again until you finish a Long Rest.

Stand Beside Me

The Queen has little patience for those who use strength of numbers to silence those who stand alone.  Through your pact, you can lend your strength to someone who needs another person standing beside them.

Starting at 6th level, when a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw while outnumbered by hostile creatures, you can use your Reaction to add your Charisma modifier to the roll.  You may do so after seeing the roll, but before the outcome is determined.

For the purposes of this feature, a creature is outnumbered when there are more hostile creatures than friendly creatures participating in the encounter.  Outside of combat, the DM determines when a creature is outnumbered by those opposing it.

You can use this Reaction a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Share What You Have

The Queen has taught you that knowledge and opportunity should not be hoarded.  What others have taught you, you can now pass on.

Gift of Knowledge

Starting at 10th level, as a ritual, you can spend 10 minutes sharing your knowledge with a willing creature.

Choose one language that you can speak, read, and write that the target creature does not know.  Until the creature finishes its next Long Rest, it can speak, read, and write that language.

While benefitting from this feature, the creature's Intelligence score increased by 2, to a maximum of 20.

A creature can benefit from the Intelligence increase from this feature only once per Long Rest.  However, you can use this ritual again to teach it additional languages.

 

Stand Together

In addition, your ability to stand beside those who need you is no longer limited to fleeting moments.

As an Action, choose one creature you can see within 30 feet of you that is currently outnumbered.  Until the start of your next turn, that creature adds your Charisma modifier to its attack rolls, ability checks, and saving throws.

Using Stand Together does not expend a use of Stand Beside Me, and you can use this Action without limit.

Coat of Many Colours

The greatest lesson of the Queen is that power kept for yourself may be useful, but power shared with others can become far greater.

Starting at 14th level, as an Action, you conjure a magnificent patchwork coat around yourself.  The coat contains five magical patches, each embodying one of the virtues taught by the Queen: Courage, Grace, Knowledge, Compassion, and Joy.

The coat lasts for 1 minute.

While a patch remains on your coat, the corresponding ability score increases by 1, to a maximum of 20.

When you create the coat, and as a Bonus Action on each of your subsequent turns while it remains, you can remove one patch and give it to a creature you can see within 30 feet of you.  The patch magically affixes itself to the creature's clothing, armour, fur, or equipment.

When you give away a patch, you lose its ability score increase.  The creature receiving it instead gains that increase, to a maximum of 20, as well as the additional benefit associated with the patch.

A creature can carry more than one patch.

Once you use Coat of Many Colours, you cannot use it again until you finish a Long Rest.

Courage - Strength

While this patch remains on your coat, your Strength score increases by 1, to a maximum of 20.

When given to another creature:

  • Its Strength score increases by 1, to a maximum of 20.
  • It has advantage on Strength ability checks.
  • It has advantage on saving throws against being frightened.
  • When it hits with a melee attack, the attack deals an additional 1d6 damage.

Grace - Dexterity

While this patch remains on the coat, your Dexterity score increases by 1, to a maximum of 20.

When given to another creature:

  • Its Dexterity score increases by 1, to a maximum of 20.
  • Its walking speed increases by 5 feet.
  • Its movement does not provoke opportunity attacks.

Knowledge - Intelligence

While this patch remains on the coat, your Intelligence score increases by 1, to a maximum of 20.

When given to another creature:

  • Its Intelligence score increases by 1, to a maximum of 20.
  • Once per turn, it can add your Proficiency Bonus to one attack roll, ability check, or saving throw it makes.

Compassion - Wisdom

While this patch remains on the coat, your Wisdom score increases by 1, to a maximum of 20.

When given to another creature:

  • Its Wisdom score increases by 1, to a maximum of 20.
  • It has Advantage on Wisdom saving throws and Insight checks.
  • When another creature within 5 feet of it takes damage, the patch bearer can use its Reaction to share that creature's burden.  The original creature takes half damage, rounded down, and the patch bearer takes the remaining damage.

Joy - Charisma

While this patch remains on the coat, your Charisma score increases by 1, to a maximum of 20.

When given to another creature:

  • Its Charisma score increases by 1, to a maximum of 20.
  • It has advantage on Charisma ability checks and saving throws against being charmed.
  • When another creature makes an opportunity attack against it, the patch bearer can use its Reaction to make one weapon attack against that creature.

As each patch is given away, it disappears from your coat and appears on the creature receiving it.  Should you give away all five patches, the magnificent coat itself disappears, its magic now carried entirely by those with whom you chose to share it.

Previous Versions

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