Warlock
Base Class: Warlock

That which is lost often does not wish to be found. That which was found may wish to be lost. Your patron is simply known as the Obscure, an entity that deals in secrets and mystery. Lies and truth. Discovery and Loss. They find what was lost, and hide what was discovered. Their motives are unclear at best, speaking in half-truths and cryptic tongues. They trade secrets and information, and will indulge that which they may know. For a price.

Your patron knows of you, and knows that which you desire; the pact does not lie. A solid truth in a world of untruths. A fact in a realm of falsehoods.

An Obscure patron can be almost anything. All it takes is an inclination to weave words and avoid directness with its warlocks. Examples include gods of delirium and madness, devils and demons banished to Hades yearning for the power they once had, powerful fey, forgotten gods, and many more.

Expanded Spell List

The Obscure 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.

The Obscure Expanded Spells

SPELL LEVEL

SPELLS

1st

Detect Magic, Identify

2nd

Alter Self, Zone of Truth

3rd

Clairvoyance, Speak with Dead

4th

Arcane Eye, Locate Creature

5th

Legend Lore, Modify Memory

The Original Blessing

Starting at 1st level, you gain Expertise in one of the following: Deception, Persuasion, Insight, Perception.

Devil in the Details

Starting at 6th level, as a Bonus Action, when you hit a target with a Melee Attack or Damaging Spell, you deal Psychic Damage equal to your Proficiency Bonus.

When an Attack Roll you make Critically Strikes and you use this Bonus Action, you double your Proficiency Bonus when dealing damage.

The Hidden Promise

Starting at 10th level, you are Immune to the Charmed Condition and gain Resistance to Psychic Damage.

 

The Dark Reveal

At 14th Level, you gain the following ability and its benefits:

The Dark Reveal: As a Bonus Action, you draw forward the power of your patron and coax your them into possessing yourself or a target of your choosing. If the target must be willing, and if they are not, must make a WIS Saving Throw against your Spell Save DC. On a success, the possession is rejected.

The possession grants the possessed an extra action.

You may use this ability a number of times per day, equal to your Intelligence Modifier. These uses replenish after a Long Rest.

If your roll to possess a creature Critically Strikes, you regain one use of this ability.

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