Warlock
Base Class: Warlock

You made a pact with an entity from your dreams. This being may be from another plane of existence beyond understanding, a creature born of countless desires and nightmares... Or you maybe you're just imagining things. Despite the abilities you gain from your patron, you are not entirely sure if it is real or if you imagined something so real it became so. Regardless of your patron's origin, a figment is a bizarre entity that may appear as an amorphous blob, a distorted being from your memories, or a completely incomprehensible mash of randomness that you can't remember when you are awake. 

Those that have made a pact with a figment tend to have quite the imagination. Perhaps you are too eccentric for your own good or are known for being dangerously whimsical. No matter your personality, your creativity seeps into your spells allowing you to bring what you imagine into the material world

Expanded Spell List

The Figment of Imagination 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.

Figment of Imagination Expanded Spells
SPELL LEVEL SPELLS

1st

magic missile, bless

2nd

alter self, spiritual weapon

3rd

spirit guardians, tiny hut

4th

fabricate, polymorph

5th

creation, mislead

Creative Defense

Starting at 1st level, the power of your imagination spills from your mind and surrounds you with a magical aura that protects you. When you are not using armor or shields your unarmored armor class equals 10 + your dexterity modifier + your charisma modifier. 

Minor Imagination

At 1st level, you gain the minor illusion cantrip. The cantrip does not count against the number of cantrips known. Using this feature's minor illusion allows you to cast it as a bonus action, the range increases to 60 feet, and you may create an image and sound with the same casting of the spell.

Imaginary Friend

At 6th level, the power of your imagination has grown strong enough to create life. As an action, you may summon a creature from the depths of your dreams or nightmares. This being is known as your "imaginary friend". It appears in an unoccupied space you can see within 60 ft of you. This creature remains summoned until brought to 0 hit points, but requires a warlock spell slot to summon.

When first summoned you may decide whether your imaginary friend counts as a fey or aberration. You may also designate creatures that may see your imaginary friend. Any other creature is unable to see your imaginary friend, even with abilities or spells that can see through invisibility, such as true sight or see invisibility, but this has no effect on beings that do not rely on sight, such as blindsight or tremor sense.

The imaginary friend rolls its own initiative but follows your commands to the best of its ability. It has the following stats: 

Imaginary Friend

Armor Class 14 (natural armor)

Hit Points equal the imaginary friend's Constitution modifier + your Charisma modifier + 4 times your level in this class

Speed 40 ft.

STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
6 (−3)
WIS
10 (+0)
CHA
10 (+0)

Condition Immunities charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages you speak

Born of Dreams: Has advantage on charisma, intelligence, and wisdom saving throws

Imaginary Creature: This creature is unnaturally invisible and can only be seen by the summoner, the summoner's chosen, or those seeing through the summoner's eyes

Actions

Imaginary Swipe. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit:  1d6 + your proficiency bonus force damage

If you chose the pact of the chain, your familiar takes the statistics and abilities of the imaginary friend but retains any benefits from the find familiar spell or pact of the chain invocations (example: being able to see through your familiar's senses or cast touch spells). This also allows your familiar to attack. 

An Even More Creative Defense

At 10th level, your imagination has become so strong and can react so quickly that you can create something to interpose between you and an incoming threat. Whenever you take damage, you may use your reaction to grant resistance to the damage type until the start of your next turn. This reaction may create a literal shield, a small creature, or any other force you can imagine. You may use this feature a number of times equal to your charisma modifier (minimum of 1) and regain all uses on a short or long rest.

Your Reality

At 14th level, you have envisioned entire worlds inside your head and now, for a brief moment, you can go inside your imagination. As an action, you can partly step into your own mindscape for 1 minute. While there, you see the world you have imagined overlapped with wherever you currently are, and to everyone else you appear hazy and flickering. The world you imagine seems to shape and change as you need it. While in this state you gain the following features: 

  • You have resistance to all damage 
  • You can move in any direction, even up and down, by imagining something in your world that would allow you to (like stairs spring from the ground or the floor turns into water) 
  • Your imaginary friend gains temporary hit points equal to your warlock level + charisma modifier and its attack and damage rolls gain a bonus equal to your charisma modifier 

If your feature ends while you are inside an occupied space, you are immediately transported to the closest unoccupied space without taking damage.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/1/2020 12:48:18 AM
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