Warlock
Base Class: Warlock

A ancient and powerful abyssal creature has decided to give you power in exchange to have you do its biding and bring its will to the world.

Expanded Spell list

The Abyssal Lord 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.

Abyss Lord Expanded Spells
Spell Level Spells
1st Arms of Hadar, Dissonant Whispers
2nd Crown of Madness, Detect Thoughts
3rd Summon Lesser Demon, Hunger of Hadar
4th Hallucinatory Terrain, Dominate Beast
5th Dominate Person, Raise Dead

Abyss Companion

Starting at 1st level your patron gives you a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a spectral version of the desired creature.

Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.

When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It can be resummoned during a short rest

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.

Abyssal Resilience

At 6th level your body begins to change to adapt to your patrons home realm. You skin changes to resemble amethyst, your eyes become like coals, your hair begins to turn white, and you gain resistances to cold, fire, lightning and immunity to poison.

Spell Multiplier/Divider

At 10th level your patron grants you one of their abilities to enhance and diminish spells. You gain the ability to ether half the damage of a spell or double the damage of a spell as a reaction, the amount you can perform this ability is equal to your Charisma modifier.  The ability could be used on an allies spell or a foes spell. This ability resets at dawn. 

*This can't be counterspelled.

Abyss Mind

At 14th level your patron decides to gift you with abyss knowledge. You gain a +2 to you intelligence of a max of 20, you gain advantage on history checks that have to do with demons or the abyss, you can speak abyssal if you couldn't before, and the knowledge to manipulate shadows.

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