Warlock
Base Class: Warlock

You had a patron, for a time. Like all warlocks, you made a bargain with some inscrutable entity for power and knowledge — a bargain that many come to regret. Instead of simply regretting your mistake, however, you altered course. You broke your pact, trading security for independence. Despite your lack of a master, the knowledge you learned under one allows you to siphon power and secrets from the very being that once held your soul, your life, in their hands. Doing so, however, is a great risk. Your former patron might discover your treachery, and might try to take back what you've stolen.

Expanded Spell List

The Dealbreaker 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.

Dealbreaker Expanded Spells
Spell Level Spells

1st

identify, color spray

2nd

detect thoughts, pass without trace

3rd

clairvoyance, haste

4th

divination, freedom of movement

5th

commune, mislead

Stolen Skill

Starting at 1st level, you can add your Charisma modifier to an attack roll or skill check you are proficient with. You use this ability after the roll but before the outcome is determined. You can use this feature a number of times equal to your proficiency modifier.

Bonus Proficiencies

When you become a Dealbreaker, you gain proficiency with two additional skills of your choice.

Overshare

Starting at 6th level, you can overwhelm your enemies with forbidden knowledge. When you attack a creature, you can force them to make an Intelligence saving throw against your spell DC, or be stunned until the end of your next turn.

Old Scars

Starting at 10th level, your exposure to powers beyond have changed your physiology. You gain immunity to one damage type, determined by your former patron:

Archfey

Psychic

Undying

Necrotic

Celestial

Radiant

Lurker in the Deep

Cold

Great Old One

Psychic

Genie

Force

Hexblade

Force

Fiend

Fire

Archfey

Your former patron's odd and tricky tactics have made you used to questioning your senses, giving you immunity to psychic damage.

Celestial

Your former patron's blinding presence used to sear your very soul, giving you immunity to radiant damage.

Fiend

Your former patron's burning passions once touched you as well, giving you immunity to fire damage.

Genie

Your former patron's strange relationship with scale force you into tight situations, giving you immunity to force damage.

Great Old One

Your former patron threatened to tear your mind to pieces, giving you immunity to psychic damage.

Hexblade

Your former patron's propensity for violence left you battered and bruised, giving you immunity to force damage.

Lurker in the Deep

Your former patron's home was dark and deep, giving you immunity to cold damage.

Undying

Your former patron's work gave you a tenuous relationship with life and death, giving you immunity to necrotic damage.

Expertise

At 10th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Scopophobia

Starting at 14th level, you know the signs of being watched. You always know when a divination spell targets you or is used to watch you. As a reaction, you can expend a warlock spell slot to attempt to reverse the spell on the caster. The caster makes a Wisdom saving throw against your spell save DC. On a failure, the spell is successfully reversed, and you learn the caster's name or general location.

Comments

Posts Quoted:
Reply
Clear All Quotes