Base Class: Warlock
During the excursion of T.W.E through the underdark, which lead to the rise of the Verdans, powerful warriors were locked in battle, slinging magic and weapons towards eachother. A human Paladin of Lathander, "Lee" ; a goblin wild mage, "Royjen"; and an elven cleric of Talos, "kiins". As these three fought their battle pulled T.W.E. towards them due to representing the cycle of change. As TWE passed through this battlefield the three creatures were molded into one and tossed out of their plane into the elemental chaos. The minds merged Creation a sentience within this chaos and fueled by T.W.E.
This sentience, recalling part of it's earlier existence as a recipient of outside power, has decided to do the same because everything needs some entertainment.
It doesn't want your soul, it just wants to enable change. But remember, only use their names when you are in true need, you never know what may happen.
Binding yourself to this ... Herald gifts you with the power of the enduring force of entropy and chaos. This will not be an easy master to serve, but it will be entertaining if you can handle it.
Expanded Spell List
The Herald gives you access to the magic of change and chaos when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Herald Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
Chaos Bolt (X.G.E.), Grease |
|
2nd |
Enlarge/Reduce, Rope Trick |
|
3rd |
Thunder step, Tiny Servant(X.G.E.) |
|
4th |
Polymorph, Evard's Black Tentacles |
|
5th |
Awaken , Wrath of Nature |
Endurance has its cost
Whenever you use hit dice the wounds that are healed aren't necessarily the right color... or species.
Listen, TWE endures always endures, doesn't care how so why should you?
Roll a D4
4. Perfect Heal
3. Faint Scarring
2. Scars
1. Wrong Species Skin
Chaotic Invigoration with the Tides of Chaos
Starting at 1st level, Royjen grants you their old ability to manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Due to the energy expenditure to mess with Fate your eldritch blast may not work as expected.
Roll 1 d4 when you hit something to determine damage type of your Eldritch blast until you recover.
1. Force
2. Thunder
3. Bludgeoning
4. Radiant
The DM may make you roll on the Magic Surge table whenever you cast a Spell of 1st level or higher. If this happens you can regain control of your eldritch blast type.
Enduring Life
Starting at 6th level, the endurance of TWE can be driven through you. You can gain advantage one 1 spell save OR 1 death save roll per short rest. BEFORE damage is dealt.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Strength of Mind, Slippery of Body
Starting at 10th level, your exposure to elemental chaos and the... eccentricities of the Herald have given your mind Great Endurance. You resist being charmed.... mostly because you don't quite understand their requests.
Due to the changes that may come to your form your body doesn't quite behave the way most are used to. You gain advantage on being grappled. Like an oiled chicken.
Whelp, That was unexpected
Starting at 14th level, your pact with The Herald Gains a new trick you can use once Per long rest.
Pact Of the Blade: You may take your pact weapon and make a ranged attack as if it was in melee range(15 ft). You throw your weapon and chains of evershifting color attach to it as it leaves your hand. The weapon instantly returns to your hand. The unexpected nature of this attack requires a wisdom saving throw or the creature must retreat an extra 5ft and skip its next action.
Pact of the Chain: Your familiar rushes towards you and swirls around you (going through all obstacles) and merges into your body. A burst of power flows through you and you regain 1 spell slot of MaxSpellLevel-1 (at least lvl1) . Your familiar's energy reserve is used up when doing this and must be resummoned.
Pact of the Tome: Once/A day you may beseech the Herald for a new Spell. The DM selects one spell at random (At MaxSpellLevel -1 or at least lvl 1) and you have access to it for the day via a bonus spell slot. You may retain the same spell for multiple days.
Once you use this feature, you can’t use it again until you finish a long rest.
Pact of the Blade: Unexpected Ranged Attack
You may take your pact weapon and make a ranged attack as if it was in melee range(15 ft). You throw your weapon and chains of ever-shifting color attach to it as it leaves your hand. The weapon instantly returns to your hand. The unexpected nature of this attack requires a wisdom saving throw or the creature must retreat an extra 5ft and skip its next action.
Pact of the Chain: Unexpected Essence Merge
Your familiar rushes towards you and swirls around you (going through all obstacles) and merges into your body. A burst of power flows through you and you regain 1 spell slot of MaxSpellLevel-1 (at least lvl1) . Your familiar's energy reserve is used up when doing this and must be resummoned and the familiar cannot do this again until a long rest has been had by both.
Pact of the Tome: What spell do we have today Kiins?
Pact of the Tome: Once/A day you may beseech the Herald for a new Spell during a rest. The DM selects one spell at random (At MaxSpellLevel -1 or at least lvl 1) and you have access to it for the day via a bonus spell slot. You may retain the same spell for multiple days.
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