Base Class: Warlock
You have made a deal with a powerful creature, focused on the art, craftsmen and artisans of the world. While the patron is probably a neutral alligned creature, this does not mean they aren't necessarily concerned with the struggles in the common world. For some, the main goal of these creatures could be focused on spreading their realm of influence through art and craft, not bothering with the concerns of mortals. However, some patrons might be more evil or good intended than that, using these people to achieve goals reaching further than people could possibly understand. Ill intended or not, all patrons have one thing in common; granting aid to realize the potential of anyone who searches for strength, using the power of deft skills and craftsmanship.
It is not uncommon for lesser known deities like Gond, Chauntea, Deneir or Sune or their powerful (potentially celestial) followers to grant this power to the willing. Some more artistic inclined fey are also fond of granting these powers. However, any creature with enough power and love for the crafts of the world could possibly grant these skills.
Expanded Spell List
The Master Artisan 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.
Master Artisan 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 |
Artisan Flexibility
Starting at 1st level, whenever you finish a long rest, you can choose your arsenal for the day and excel in it. After touching one weapon, armor, and tool, you gain proficiency in each specific item. The items can be magical, but need to have a permanent physical presence on the material plane. If the item is removed from the material plane through any means, the proficiency is lost for you.
The items chosen are considered magical for the purpose of overcoming non-magical resistance and magical senses like Detect Magic, but can't be dispelled. The items also gain a visible, eldritch enchantment on them, depending on tool proficiency and background. For instance, a character proficient in Mason's Tools gives their chosen items a more stone-like visual.
This proficiency lasts until the end of your next long rest, or until you die. You can also grant this boon to an ally, with the same restrictions.
At level 10, your skills with tools is further enhanced. The tool used in the feature then gains double proficiency for any ability checks made with the aforementioned tool.
Purifying Element
You are able to extract and harness elements associated with your craft.
At 6th level, after hitting a creature with a spell or weapon attack, you can decide to add 1d4 damage of elemental damage to your struck target. The element can be Fire, Cold, Acid, Poison, Lightning, or Thunder damage.
The damage die rolled increases to 1d6 at level 10, and 1d8 at level 14. You can utilize this once per turn.
Dangers of the Craft
You know your way around tools, and know how to be aware of the dangers of your craft.
Starting at 10th level, you gain resistance to one element of choice, or one damage type of choice. This resistance can’t be removed from you, nor changed. The element can be Fire, Cold, Acid, Poison, Lightning, or Thunder. The damage type can be Bludgeoning, Piercing or Slashing.
Your Artisan Flexibility is also improved; when using the tool involved in this feature, your proficiency bonus is doubled for any ability check you make that uses your proficiency with that tool.
Acid Resistance
You gain resistance against Acid damage
Bludgeoning Resistance
You gain resistance against Bludgeoning damage
Cold Resistance
You gain resistance against Cold damage
Fire Resistance
You gain resistance against Fire damage
Lightning Resistance
You gain resistance against Lightning damage
Piercing Resistance
You gain resistance against Piercing damage
Poison Resistance
You gain resistance against Poison damage
Slashing Resistance
You gain resistance against Slashing damage
Thunder Resistance
You gain resistance against Lightning damage
Reality Bending
Your expertise in creation expands into the realms of magic and becomes reality.
As an action, you can choose a 20-foot cube you can see within 60 feet of you. You can reshape a non-magical object within that space into another, different non-magical object. The new object must be of the same size category as the previous object or smaller, and must be of equal or lesser gold value.The new object can be of any material or quality as long as the other requirements are met.
For example, a door can be changed into a window, a non-magical sword into a crossbow, a mug into a pencil or a wooden stairs into a stack of rusty steel buckets. If the gold value is difficult to value, the DM has the final answer whether the feature succeeds or not.
An object held by a creature can only be changed if the creature fails a Dexterity saving throw equal to your spell save DC.
You can use this feature a number of times equal to your Charisma modifier, with a minimum of once. You regain all expended uses after a long rest.
Previous Versions
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3/9/2020 10:54:36 PM
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3
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0
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1.0
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Coming Soon
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