Warlock
Base Class: Warlock

Your patron is a powerful ontological entity that exists throughout the multiverse. Either you have sworn yourself to it, or it has selected you as its herald: the herald of a new empathetic world, one where all feel united and become equal. Sages have called this force "being itself," "nirvana," and "what binds us all." Your pact with this entity allows you to access, perceive, even gain innate connections with your neighbors.
Being sworn to this power changes how you perceive others. You may detect one's moral code or sense emotions, even those that permeate entire spaces; the average demeanor of a given crowd, the sorrows of an emptied battlefield, the love between a physically separated couple that stretches across an ocean (or even an entire plane). You rarely feel homesick, always feeling connected to those who you might usually miss.

Togetherness

Choose three creatures that are friendly towards you. For each creature chosen, you gain proficiency in either a weapon type, armor type, tool kit, or skill that creature is proficient in. Each creature may also gain one of your proficiencies. Creatures under the effect of this feature can’t gain proficiency with abilities that they are not able to use.
After a long rest, you can either change which proficiencies you gain from these creatures or the creatures you choose.

Heartshield

Whenever a friendly creature within 60 feet of you would take damage from an attack, you can use your reaction to cast warding bond on the creature. You do not need to be within the spell’s range for this feature to successfully cast the spell, and it does not consume a spell slot. Once used, you can’t use this feature again until you finish a long rest.

Reliable Courage

You are immune to the frightened condition. When a creature attempts to frighten you, you can use your reaction to deal psychic damage to the creature. This damage is equal to your Warlock Level + your CHA modifier. 
Additionally, choose up to three creatures you can see. Those creatures each gain advantage on saving throws against being charmed or frightened until the beginning of your next turn.

Allhander Glove

Using your action, you can use your Allhander Glove on any creature within 60 feet (including yourself).
For the next minute, that creature gains the following:
• An Armor Class bonus equal to your Charisma Modifier.
• A sense of an ally within sight, such as a keen hearing & smell trait or darkvision.
• The ability to cast a spell using the spell slot of one willing ally within sight; the spell cast can be from this ally's selection of spells. The spell uses your ability scores and proficiency bonus to determine the spell attack bonus/saving throw DC.
After a long rest, you can conjure another Allhander Glove. You can only have one Allhander Glove conjured at any time.

Previous Versions

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