Base Class: Warlock
Your patron is a powerful entity of the multiverse. You have bound yourself to the connection that binds everything in reality together, known to sages as the “Connection to All.” Your pact with that concept allows you to gain an innate connection with your allies in the multiverse.
Being connected to such power can cause changes in how you perceive others. You may see a keyhole appear at the center of their being, feel emotions from loved ones who may not even be on the same plane of existence, and feel how individuals’ moral codes lie. At times, you might feel a need to go back to those you are closely connected to. But you know that no matter how far apart you are from them, they are always with you. Your pact binds you to them and in turn, everyone connected to them.
Expanded Spell List
The Connection To All 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
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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 |
Shared Skills
Starting at 1st level, you can gain strength from your relationship with your friends. Choose up to three creatures that are friendly towards you. For each creature chosen, you gain proficiency in either a tool kit, or skill that creature is proficient in. Each chosen creature can also gain one of your proficiencies as well.
After a long rest, you can either change which proficiencies you gain from these creatures or which creatures you choose for this feature.
Protective Link
Starting at 6th level, your link to your friends allows you to help protect them from immediate harm. Whenever a friendly creature within 60 feet of you would take damage from an attack targeted at them, you can use your reaction to cast warding bond on the creature. You do not need to be within the spell’s range for this feature and it does not use a spell slot.
Once you use this feature, you can’t use it again until you finish a long rest.
Reliable Courage
At 10th level, your bonds to others grows stronger. You are immune to the frightened condition, and when another creature attempts to frighten you, you can use your reaction to deal psychic damage to the creature instead. This damage is equal to your warlock level + your Charisma modifier.
Additionally, choose up to three creatures you can see. Those creatures each gain advantage on saving throws against being charmed or frightened until the beginning of your next turn.
Key of Hearts
Starting at 14th level, you gain the power to fully unlock connections between close friends using a Key of Hearts. Using your action, you can use your Key of Hearts on any creature within 60 feet (including yourself). For the next minute, that creature gains the following:
- The ability to cast one ally’s spell using their own spell slot. The ally must be within sight. The spell uses your ability scores and proficiency bonus to determine the spell attack bonus and saving throw DC.
- A sense of an ally within sight, such as a keen hearing & smell trait or darkvision.
- An Armor Class bonus equal to your Charisma Modifier.
After a long rest, you can conjure another Key of Hearts. You can only have one Key of Hearts on you at any time.
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