Base Class: Warlock
In the western wilds, young children are told not to go wandering in the woods at night lest they they become lost and the Forest Walker comes and takes them away. In the south in the autumn, they say if you hear a limb cracking nearby when hunting, it is an ill omen to stay as Scáth the Stalker has chosen you as it’s prey. In some farmsteads in the north, every autumn they burn effigies of sticks and sinew topped with a freshly skinned skull as an offering of good harvest and warning to other spirits that they have compact with the Harvester. In the east, when the moon is full, the wind whistles trees against windows, and you feel a chill down to your very soul, they say it’s Ol’ Fiddlesticks knocking and only a prayer to Yondalla or Mielikki will tell him to look elsewhere.
Your patron is an ancient being from back when civilizations feared the night and knew that burning effigies and bonfires were as much an offering as a protection. Too primal to be considered one of the fey, but too singular to be considered an elemental power, the Harvester is one of the old beings from myths and legend of times forgotten, and is still given its due in older communities not entirely overtaken by modern gods and magics. Neither evil nor good, this ancient being is bound to the world by a compact only it remembers but still holds other accountable to, granting blessings and wrath by rules long forgotten, and you are one of the few with which it has chosen to make a compact of its own.
Expanded Spell List
The Harvester 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.
Harvester Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bonus Cantrips
At 1st level, you learn the shillelagh and create bonfire cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Keeper of the Lost
You can't become lost except by magical means. When following a trail you can instinctively tell if a target is traveling alone, and gain advantage on Wisdom (Survival) checks to track them if they are.
Offering of Fire
Bonfires and effigies are like prayers to your patron, and you've learned to tap into that energy. When hit with fire damage, as a reaction you may ignore the damage and instead absorb it in the form of temporary hit points.
Once you use this feature, you can’t use it again until you finish a short or long rest.
What Lurks in Shadows
You are immune to fear. When fighting in darkness, low light or when the only illumination comes from flicker of fire you may add your Charisma modifier (with a minimum bonus of +1) to one damage roll per round as the shadows themselves seem to guide your movements and punctuate the power of your spells.
A Pact Forgotten
Starting at 14th level, when a creature hits you with an attack, as a reaction you can use this feature call upon the ancient pacts and mark the creature. That creature takes 5d10 psychic damage and must make a Wisdom saving throw with disadvantage or be affected as if under the effects of a geas spell, forbidding it from taking aggressive action towards you and other targets of your choosing.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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8/3/2018 7:22:58 PM
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8/3/2018 7:26:03 PM
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8/6/2018 3:57:35 PM
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2.1
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Coming Soon
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Posted Aug 6, 2018Version 2.2 - Fixed some typos. One of these days, I'll learn to proof-read before hitting submit.