Base Class: Warlock
Your patron is Elvis Presley.
You have no idea how that works.
He appears in dreams, roadside diners, and places demolished centuries before you were born. He sends warnings through songs and leaves instructions on the backs of old photographs.
Perhaps you save his life someday. Perhaps he promised someone he would protect you. Every time you ask, he smiles like the answer would spoil something.
Your magic arrives with warm amplifier static, distant backing vocals, and the certainty that somebody has already rehearsed this disaster.
Level 3: The King’s Playlist
At the Warlock levels listed below, you thereafter always have these spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Bless, Sanctuary, Aid, Misty Step |
| 5 | Clairvoyance, Haste |
| 7 | Death Ward, Dimension Door |
| 9 | Dream, Modify Memory |
Level 3: A Voice on the Radio
You gain proficiency in Performance and with one Musical Instrument of your choice. If you already have Performance proficiency, gain proficiency in Insight instead.
You learn Guidance, which counts as a Warlock cantrip for you and doesn’t count against your number of cantrips known.
When you cast it, the target hears a fragment of a song or a few reassuring words in a low, familiar voice.
Insight (already proficient in Performance)
If you already have Performance proficiency, gain proficiency in Insight instead.
Performance
You gain proficiency in Performance. If you already have Performance proficiency, choose Insight instead.
Level 3: Don’t Be Cruel
Elvis occasionally arranges for danger to arrive a fraction too late.
When you or a creature you can see within 30 feet takes damage, you can take a Reaction to reduce that damage by 1d10 + your Warlock level.
After the damage is resolved, you can teleport the affected creature up to 10 feet to an unoccupied space you can see. An unwilling creature isn’t teleported.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a Long Rest.
The gun fires. A jukebox skips. Somehow, you’re standing behind the pillar.
Level 6: Suspicious Minds
You receive warnings from a man who has already seen the ambush.
You have Advantage on Initiative rolls.
Additionally, when you or a creature you can see within 30 feet fails an ability check or saving throw, you can take a Reaction to add 1d6 to the roll, potentially turning it into a success.
You can use this Reaction a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a Long Rest.
In the window behind your companion, a reflection shakes its head.
Level 10: Heartbreak Hotel
There’s always a room waiting for you somewhere outside the ordinary passage of time.
When you finish a Short or Long Rest, choose up to six creatures, including yourself, who spent the rest with you. Each gains Temporary Hit Points equal to your Warlock level + your Charisma modifier (minimum of 1).
While a creature has these Temporary Hit Points, it has Advantage on saving throws to avoid or end the Frightened condition.
During the rest, you can make your surroundings seem like a quiet roadside motel: warm lamplight, clean sheets, and music through the wall. This harmless illusion provides no concealment or physical protection.
The register already has your names in it. The handwriting is yours, but older.
Level 14: It’s Now or Never
When you or a creature you can see within 60 feet is reduced to 0 Hit Points but not killed outright, you can take a Reaction to interrupt that moment.
The creature drops to 1 Hit Point instead and teleports up to 30 feet to an unoccupied space you can see. An unwilling creature remains where it is.
For 1 minute afterward, the rescued creature gains the following benefits:
- Its Speed increases by 10 feet.
- It has Resistance to all damage.
- Once on each of its turns when it hits with an attack roll, it deals an extra 1d8 Thunder damage.
Once you use this feature, you can’t use it again until you finish a Long Rest.
For the duration, the rescued creature occasionally catches glimpses of a man in a white suit: holding a door open, distracting an enemy, quietly moving something out of the way.
“Got you through this part. The next part’s yours.”
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