Warlock
Base Class: Warlock

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore.

Expanded Spell List

The Seeker 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.

Seeker Expanded Spells
Spell Level Spells
1st feather fall, shield
2nd levitate, warding bond
3rd clairvoyance, sending
4th guardian of faith, private sanctum
5th legend lore, passwall

Astral Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Shielding Aurora

Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to twice your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

Far Wanderer

At 6th level, you gain resistance to cold, fire, and radiant damage and are not harmed by extremely hot or cold environments. You no longer need to breathe or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Astral Refuge

At 10th level, you gain the ability to step into an astral refuge. As a bonus action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to use items or cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends. Once you use this feature, you can’t use it again until you finish a short or long rest.

Astral Sequestration

Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane.

By performing a special ritual over the course of 5 minutes, you shift the souls and minds of yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.

During this short rest, you and the creatures you sequester can make use of any options available during a rest that affects only you and the creatures you sequester.

Once you use this ability, you cannot use it again until you complete a long rest.

Previous Versions

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