Base Class: Warlock
You have made a pact with a group of Familiars who give you special boons that deal with there power and abilities. the counsel as they call themselves are a confusing group and often cannot agree on things in between themselves. this may have somthing to do with the variety of backgrounds. often you will be approached by a individual members of the council who will ask you to do small tasks for them. for example a pseudodragon may ask you to get a gem for them. while a sprite may want you to pull a prank on someone. there power comes from there bond as a council and keeping a majority of the council happy will keep you in there power. while you are reliant on them for your magical power they are reliant on you to use it as they are all incable of casting spells themselves.
Expanded Spell List
The Council 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.
Fiend Expanded Spells
| Spell Level | 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 |
Borrowed Knowledge
Starting at 1st level, you may cast spells that have the ritual tag as a ritual. this does not consume a spell slot.
additionally your familiars are more potent. as a bonus action you can telepathically communicate with any number of your familiars. you may mark one enemy as a target for them. on there turn until the target is dead or untill you use a bonus action to tell them to stop. the chosen familiars will move towards the enemy and attack at their optimal range. otherwise your familiar will obey your commands and will take the dodge action on there turn. unless directed otherwise.
additionally when you cast a spell that is a cantrip, 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.
Finally When you cast the find familiar spell, you can choose one of the normal forms for your familiar or one of the following special forms: Cockatrice, Darkmantle, Awakened Shrub, Twig Blight
Watched Rest
Starting at 6th level, you gain the ability to have 2 familiars at any given time.
In addition when you are doing light activities such as short resting, long resting or are asleep your familiars patrol around you of their own will. they will not engage a threat but they will inform you of any potential dangers.
you also gain the ability to use a action to send back one of your familiars to there native plane of existence. when you do you regain one of your spell slots.
Familiar Sense
Starting at 10th level, you can have up to three familiars at any given time
in addition there is no range restrictions for your familiars. and any additional sense you have they have. if there passive perception is lower than yours then they use your passive perception instead.
additionally when you cast any spell, your familiar can deliver the spell as if it had cast the spell. 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.
Mighty Familiar
Starting at 14th level, your familiars become stronger. they gain temporary hit points equal double your warlock level. in addition any difficulty check they cause a enemy to roll by using a ability of theres is now equal to your warlock spell casting DC. when they attack they now use your spell to hit and attack modifier. there attacks also count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
additionally as a action teleport you and up too 9 other creatures with you to the location of one of your familiars as long as they are on the same plane of existence as you. once you use this feature you may not do so until you complete a long rest.
finally as a action you may transform one of your familiars into a creature of there type that is CR of 7 or lower. they still count as a familiar. this effect lasts for 12 hours or until the familiar new forms hit points drop to zero. when the effect end the familiar is sent back to its native plane of existence. once you use this feature you may not do so until you take a long rest
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