Warlock
Base Class: Warlock

You have made your pact with a mysterious canid, one who inspired trust and faith in you upon meeting. Its origins are unknown, its intentions are unknown, but you feel the inherent trust, positivity, and goodness resonating from your patron emanating through you. You draw on this energy and harness it for your magic.

While the name may state Good, followers of the Good Boy are not forced into the Good alignment: their Goodness is one of reliability and loyalty rather than morality.

Expanded Spell List

The Good Boy 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.

Good Boy Expanded Spells
Spell Level Spells

1st

Animal Friendship, Charm Person

2nd

Flock of Familiars, Hold Person, Locate Animals or Plants

3rd

Beacon of Hope, Fast Friends

4th

Faithful Hound, Locate Creature

5th

Hold Monster

A Friend to Beasts

Starting at 1st level, the inherent trustworthiness of the Good Boy gives you the ability to touch the minds of other animals. You can telepathically speak to any animal you can see within 30 feet of you. You don’t need to share a language with the animal for it to understand your telepathic utterances. Additionally, this trustworthiness gives you advantage on rolls to handle or persuade the animals should the need arise.

A Friend To All

Starting at 6st level, your patron bestows its friendly demeanor on you to all you encounter. As an action, you can cause each creature in a 20-foot cube centered on you to make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects for the duration of one minute.

You can suppress any effect causing a target to be charmed or frightened. When this effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. The creature will shift attention to you, but it will not become hostile towards you. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature becomes hostile again, unless the DM rules otherwise.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Protected By All

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them.

When another creature attempts to charm you, you can use your reaction to attempt to twist the charm on to nearby creatures. Creatures within a 20-foot-radius centered on you must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed into protecting you from your attacker for 1 minute.

You must finish a short or long rest before you can use this feature again.

 

Beloved By All

At 14th level, you gain the ability to fill a humanoid’s mind with the goodness and loyalty-inspiration of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence, and once per long rest you can summon them to your approximate location (the humanoid rolls a d100 to determine the accuracy of arrival). This also lasts until the condition is removed or until you use this feature again.

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