Base Class: Warlock
Reza empowers his warlocks to investigate those who have broken their word. Generally warlocks of Reza are lawful in nature. They are often employed as judges, constables, or investigators. The judges are of the pact of the tomb, the constables are pact of the blade and the investigators are pact of the chain. They often work in groups of three one from each pact. The investigators use their familiars to gather information. The constables use their pact weapon to enforce judgments. The judges use their additional abilities to make judgments. They often choose guidance and vicious mockery.
Expanded Spell List
Reza 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 |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Reza's Insight
Starting at 1st level, you gain the skill proficiency with both insight and investigation. If you have the skill you gain a +2 to the skill roll. Whenever you make a skill check on insight or investigation you gain advantage.
Reza's Compulsion
Starting at 6th level, you can call on your patron to make others tell the truth. Targets that save when you cast Zone of Truth are at disadvantage and your spell DC increases +2 at level 6 and every 6th level after. Additionally deception checks against you are at disadvantage.
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charm ed by you for 1 minute or until the creature takes any damage.
Persuasion attempts against you are made at disadvantage.
Reza's Justice
Starting at 14th level, when you hit a creature with an attack, that you have found to have broken an oath, contract or lied, you can use this feature to instantly cause 10d10 psychic damage as it reels from its untruth.
Once you use this feature, you can’t use it again until you finish a short rest.
Comments