Base Class: Warlock
You made your pact with a mysterious entity that claims to be the very essence of magic. What drawbacks this entails will be yours too see.
Expanded spell List
Expanded Spell list:
1st: Magic Missile, Sleep
2nd: Scorching Ray, Mirror Image
3rd: Haste, Fireball
4th: Fire Shield, Banishment
5th: Circe of Power, Disintegrate,
Eldritch Awakening:
You are able to bring forth great magical potential into your being. You can enter as a bonus action.
While Awakened, you gain many benefits:
-You gain advantage on Con checks and Con saving throws (this is to help concentration)
-You can ignore one energy type of resistance (not immunity) chosen when activating Eldritch Awakening among the choices while the ability lasts: Fire, Cold, Lightning
-You gain a bonus to spell damage (including cantrips) while this lasts. This bonus start at +1 and increases by 1 every 4 levels.
This ability lasts 6 rounds, but ends early if you are knocked unconscious. It also ends if you haven't attacked a hostile creature since the end of your last turn.
This ability can be used 1 + 1/2 (minimum 1) your level in uses/day. This recharges with a long rest.
Magical bursting
Starting at 6th level, while in Eldritch Awakening:
Once/turn, reroll 1's and 2's on your spell (including cantrips) damage die once, taking the higher amount.
Determined Mind
Starting at 10th:
You can't be charmed or Frightened while Eldritch Awakening is ongoing.
Determined Mind
Starting at 10th level:
You can't be charmed or Frightened while Eldritch Awakening is ongoing.
Relentless Way
Starting at 14th level:
If dropped to 0 hps, you can make a DC 10 Con saving throw. If you succeed, you drop to 1 hp instead.
If you are Eldritch Awakened, the DC drops by your Con Mod.
Each time you use this feature, after the first, the DC increases by 5. After a long rest, the DC resets to 0
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