Base Class: Warlock
Most Warlocks make pacts with eternal beings such as god and Fiends. You have struck a deal with a powerful mortal or former mortal in search of an apprentice, or even a successor. Many of your powers are passed directly down to you, often giving them a touch of your master, and some spells may be enhanced by this.
Expanded Spell List
The Ascended 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.
Ascended 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 |
Pact Keeper's Guidance
Starting at 1st level, you can call on your patron to grant you a portion of their expertise. As a bonus action, you may make your next ability check using your Charisma modifier for the roll instead of the normal modifier, treating the roll as though you were proficient. This feature may be used for any ability check, but not for an attack roll or saving throw. When you reach 6th level, treat this roll as though you have expertise.
You may use this feature again after a short or long rest.
Ascendant Voice
Your patron has gifted you with their commanding presence. You may use the help action at a distance of up to 30 feet as long as the creature you are helping can see or hear you. If the roll is an attack roll, you may be within 30 feet of the attacker or the target to use this trait. once per short rest, when using this trait on a roll that you are proficient in, you may add your proficiency bonus to the roll even if the creature you are helping is proficient (for example, if the creature you are helping has a proficiency bonus of +2 and you have a proficiency bonus of +3, add +5 to the roll).
Guardian Sphere
Starting at 10th level, you may create a shielding force around you and your allies. As an action, choose a number of creatures up to your charisma modifier and create a 15-foot diameter, stationary sphere of magical energy centered on a point you can see within 30 feet of you. While you and the selected creatures are inside the sphere, you are lightly obscured and have resistance to your choice of acid, cold, fire, lightning, psychic, necrotic, or radiant damage. The sphere lasts for 10 minutes or until you lose concentration (as if concentrating on a spell).
You can use this feature again after a short or long rest.
Master's Hands
Your patron creates a pair of magical hands to help you and your allies. You control the hands and can manipulate them as though they were your own, but are counted as a separate entity, sharing your initiative count but acting on their own turn directly after yours. as an action, you may give the hands a course of action to take, and as long as they can hear you, they will follow them to the best of their abilities, but being connected to your patron, will only act according to your patron's alignment andgoals. They may take actions as though they were a tiny creature sharing your ability scores, class features, and proficiencies (Features that can only be used a certain number of times per rest cannot be used by the hands if they have no uses left). They can operate magic items that do not require attunement or magic items that you or your patron are attuned to. The hands can understand all languages that you can, but cannot speak. Their movement speed is 30 feet, count as hovering and both hands must occupy the same space.
You may use this feature again after a long rest.
Previous Versions
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9/1/2020 8:40:13 PM
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