Base Class: Warlock
Your otherworldly patron is an unknown entity, either a fey, fiend or Old One, and appears differently to different people. Its motivations may seem unfathomable, yet whimsical or even petty, and could involve anything between an age-old grudge, a striving for greater magical power, a desire for corruption or destruction, or a simple want of entertainment.
Whatever the case, your patron has granted you the musical abilities of a bard, and starting at level 1 you gain proficiency with one musical instrument of your choice, and the performance skill. When picking new spells, you may choose spells from either the Warlock or Bard table of spells.
Expanded spell list and proficiensies
Your patron grants you proficiency with one musical instrument of your choice, and on performance checks.
You may also choose spells from the Bard spell list when you learn a Warlock spell.
Eldritch Inspiration
Starting at level 1, you can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Eldritch Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Eldritch Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Eldritch Inspiration die is rolled, it is lost. A creature can have only one Eldritch Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Eldritch Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
At 20th level, when you roll initiative and have no uses of Eldritch Inspiration left, you regain one use.
Countercharm
At 6th level, as an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Otherworldly Secrets
By 10th level, choose two spells from any class, including warlock or bard. A spell you choose must be of a level you can cast, as shown on your spellcasting table, or a cantrip.
The chosen spells are included in the number in the spells known column of the spellcasting table.
Patron's College
When you reach 14th level you may choose one of the following features:
- Battle magic
- Fool's luck
- Master's flourish
- Peerless skill
- Shadow lore
- Unbreakable majesty
Battle magic
At 14th level, when you use your action to a cast a bard spell, you can make one weapon attack as a bonus action.
Fool's luck
At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.
If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.
Master's flourish
Starting at 14th level, when you hit a creature with an attack action, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
- Defensive Flourish: You can expend one use of your Eldritch Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Eldritch Inspiration die. You also add the number rolled to your AC until the start of your next turn.
- Slashing Flourish: You can expend one use of your Eldritch Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Eldritch Inspiration die.
- Mobile Flourish: You can expend one use of your Eldritch Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Eldritch Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
Peerless skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
Shadow lore
At 14th level, as an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.
The charmed creature obeys your commands for fear that you will reveal its secret. It won't risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can't use it again until you finish a long rest.
Unbreakable majesty
At 14th level, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
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