Base Class: Warlock
Their powers come from a pact magic sealed from the star guardians who gave them their divine essence through a magical item imbued with that power (a Totem); however, thou powerful, their magical habilites depend on magical item, which serves as a totem to their starlight divine connection.
Magical Transformation
At 1st level, you can use your action to make a flashy magical transformation into your magical combat outfit. When you transform, your AC is 10 + your Dexterity modifier + your Charisma modifier. While you transform, your regular armor disappear and you are, for all purposes, not wearing an armor but the magical outfit. This transformation lasts A number of hours equal to your Warlock level divided by 2 (at least one hour).
When you transform at the beginning of a combat, you make a Charisma (Performance) check. All hostile creatures that can see you within 60 ft. must make a CHA ST against your Spell DC or be Surprised for one round. If a creature has seen this transformation before, it has advantage on the ST.
You can only transform if you have your magical object with you (Totem) and cannot transform again until you finish a short rest.
Gravitational Charisma
At 6th level, as an action, you can speak words of inspiration to your companions to boost their resolve to fight. Only creatures that are your allies, that can hear you and that are no further than 30 ft. from you can benefit from this, following one of these possible effects (the creature’s choice):
- Gain temporary Hit Points equal to 30 minus the number of feet that they are away from you.
- Gain a 1d4 Inspiration Dice
- Have advantage on their next Attack Roll or Saving Throw
You can only use this feat once per day and a creature that has been affected by your Gravitational Charisma is immune to this feat until they take a long rest.
Clumpsy Luck
At 10th level, whenever you fail an attack roll, ability check or saving throw you can save the value of that die as a Clumpsy Modifier and add it to a subsequent attack roll, ability check or saving throw. You can only use this Clumpsy Modifier once and you can choose to use it after you make the new roll but after the DM determines the outcome of the roll (i.e. if you make an attack roll of 3 and fail, you save that 3 as a +3 Clumpsy Modifier and add it to a new roll only once).
You can have up to three Clumpsy Modifiers saved but can only use one at a time. You loose all your Clumpsy Modifiers after a long rest.
Totem Divine
At level 14th, whenever a creature targets you with a magical attack you can use your reaction to absorb that magical attack into your totem (Magic Missile attack count as one even when you are targeted with all missiles at a time). If the spell is a 3th level spell or lower, it is automatically absorbed, if it is a 4th level spell or higher you have to make an ability check using your Spellcasting Ability. The DC for that check is 10 + the level of the spell. If you succeed, the spell is absorbed, if you failed the spell is cast as usual.
You can use this ability a number of times equal to your spellcasting modifier but you cannot store more spells than your spell slots maximum. Additionally, you can choose to use the stored spells in the following way:
- You can dismiss a stored spell with no effect as a bonus action.
- You can cast one of the stored spells as an action. If the spell is a 3th level spell or lower you can cast it without using one of your spell slots. If the spell is a 4th to 6th level spell you can cast it spending one spell slot. If the spell is a 7th level or higher spell you cannot cast it, just dismiss it. Once the stored spell is cast it is dismiss.
- As a bonus action, you can transmute the stored spells into a spell slot by spending the same amount of stores spells as your spell slot maximum.
You must finish a long rest before you can use this feature again.
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