Warlock
Base Class: Warlock

The Keys of War are some of the most subversive and malicious assassins in the Old World. (Based off of the Great Old One subclass.) 

Children being stolen away at young ages because Dendar the Night Serpent sees promise in their magical and physical abilities is the most common way Dendar builds her elite taskforce. Using her most talented artificers and smithies, Dendar has designed attunable "gifts" for her Keys. These "gifts" serve multiple purposes. 

The first purpose is to track the whereabouts of her Keys. The second is to communicate to them when she sees fit, whether that be through dreams or a forced catatonic state in dire situations. The third is to enhance the physical capabilities of the user in some way with some side effects. Fourthly, it causes that user to become immortal in the sense they remain the same age until they are either killed or die of a disease. And lastly it can, and is, often used as an explosive device built to instantly kill anyone in the area of them. (Examples of these gifts include but are not limited to, an artificial heart that increases the constitution of the user but only gives the user one death saving throw, an artificial brain that increases the intelligence and the wisdom of a character but slowly deteriorates any humanity left in the user, or a replacement eye that gives the user deadly aim with ranged attacks (including spells), as well as increases their luck using the "Luck" feat while allowing Dendar to see through that eye to spy on those that the user converses with.)

The Keys of War are known for their subordination, typically either out of fear or out of respect. One of Dendar's most famous Keys was a 200+ year old human man named Amos. He was stolen away at a young age and dedicated his life to furthering the end of the world in the name of Dendar. Going through thousands of recruits, Amos assembled an elite subdivision of the Keys and managed to bring about The End almost single handedly. His most famous saying was "insubordination will not be tolerated." Those words haunt most of his recruits, and his now lost soul haunts the lands of the New World, on of the most terrifying creatures known to man. Some say he's no longer a man, and that he's trying to reunite the Keys of Wars to prepare for the next invasion of the ancient Yuan-Ti civilizations. Every member of the Keys of War would know who he was, and the motto "insubordination will not be tolerated" haunts them constantly. 

Expanded Spell List

The Great Old One 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.

Great Old One Expanded Spells
Spell Level Spells

1st

dissonant whispers, disguise self

2nd

detect thoughts, suggestion

3rd

clairvoyance, major image

4th

greater invisibility, blight

5th

destructive wave, far step

Enlightened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When Dendar summons your metaphysical presence, you will either be called upon in a dream, or more commonly whenever she needs you. In the scenario that she calls you when you are not asleep, you fall into a deep slumber you cannot wake up from unless Dendar releases you. A sign she will call you is if your "gift" begins to tick softly. 

Dendar's Gift

The first purpose is to track the whereabouts of her Keys.

The second is to communicate to them when she sees fit, whether that be through dreams or a forced catatonic state in dire situations.

The third is to enhance the physical capabilities of the user in some way with some side effects. (DISCUSS WITH YOUR DM WHAT THIS GIFT IS. MUST HAVE BOTH A PRO AND A CON. THE MOST COMMON CON THAT IS USED IS HAVING ONLY ONE DEATH SAVING THROW. DESIGN THE GIFT YOURSELF AND BE CREATIVE. MAKE SURE IT IS AN ATTUNABLE ITEM.)

Fourthly, it causes that user to become immortal in the sense they remain the same age until they are either killed or die of a disease.

And lastly it can, and is, often used by DENDAR as an explosive device built to explode on Dendar's orders, or when the user's heart stops working, or if they try to unattune  the item. 

Serpentine Advantage

At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

Mind Invasion

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Dendar's Blessing

Commonly referred to as a spell-slinger, Dendar's artificers and blacksmiths have designed a unique gun-like weapon to enhance your casting powers. 

They come in all shapes and sizes, but there's only ever one built per Key of War member because they're so dangerous to make, so if it breaks there will be no voluntary replacement. 

This is a sign that Dendar trusts your ability to follow orders and will begin to rely on you to hire more members or go on more dangerous "errands" for her. 

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