Warlock
Base Class: Warlock

You have formed a pact with a Seeker, a higher being in desperate search for something they themselves cannot obtain. These Seekers can be higher beings of any variety, whether they be demon, celestial, faerie, or anything in between. Warlocks who have made pacts with Seekers are often tasked by these higher beings with finding a magical object lost to time, a forbidden knowledge that has been locked away, or even some creature who is trying their best to not be found. Warlocks who forge contracts with Seekers most often have a good relationship with their Patron, and they work together toward their common goal. Through their pact, these warlocks are granted inhuman levels of intellect and above-average magical abilities to be used as tools in their search. 

Warlocks of this path find themselves here in many ways. They may have been a scholar who was taken under the wing of a like-minded deity, a careless fool who lost a great treasure belonging to a powerful being, a poor peasant looking forward to a reward from on high, etc. Either way, as payment for their search and tools to assist them along the way, their Patron grants them with extraordinary magic ability. While they may have a standard appearance for those of their race, they have the minds of the divine. They are able to understand countless languages, commune with the dead and, in some cases, even speak with higher beings. Many of the world's greatest philosophers and scientific minds can be attributed to a Seeker's pact, and even some of the most devious and renown tricksters are thought to have forged pacts with Seekers. 

When choosing this subclass, your spellcasting modifier becomes Intelligence.

Expanded Spell List

Your Patron grants you access to spells that allows you to better utilize your heightened mind to investigate situations and attack or manipulate the minds of others.

Cantrips: Mind Sliver

1st Level Slot: Identify , Tasha's Hideous Laughter 

2nd Level Slot: Zone of Truth , Tasha's Mind Whip

3rd Level Slot: Catnap , Clairvoyance , Fast Friends

4th Level Slot: Compulsion , Confusion , Dominate Beast

5th Level Slot: Dominate Person , Legend Lore , Modify Memory , Telekinesis

Encyclopedic Arcana

At 1st level, you have gained a broadened understanding of magic through your pact with your patron and your mind can also now store an immense and abnormal amount of knowledge. As a result, the number of cantrips you know is increased by one (i.e. at level 1, you will know 3 cantrips instead of 2. And at 20th level, you will know 5 instead of 4). The number of spells you can know at one time also increases. Spells known increases by +1 for levels 1-5, +2 for levels 6-10, +3 for levels 11-15, +4 for levels 16-19, and +5 for level 20. Refer to the Warlock Table in the Player's Handbook for the total level of known spells at each level, and add the modifier stated above to that number.

Divine Mind

At 1st level, due to your Patron's otherworldly knowledge, you are able to see and understand that which most mortals cannot. This grants you advantage on history and investigation checks. As well as granting you the ability to understand and speak any language as if it was your own native language. 

At 10th level, you can utilize a portion your Patron's knowledge of the past to commune with a creature that has been dead for no longer than 100 years so long as you are in contact with the creature's remains throughout the entirety of your communion with the creature and that creature speaks at least one language. In special cases in which the remains belong to a legendary figure you know about prior to the communion, such as a renown king, ruthless general, or fabled hero, you may be able to commune with them even if they have been dead for longer than 100 years, as their memory lives on in the stories told about them. 

At 20th level, your divine mind has matured and you are granted the ability to converse with higher beings. Once a day, through a ritual specific to the deity you wish to contact, you may speak to a god, demigod, or other being of great power that you know of.

Emulation of Power

At 6th level, through the great knowledge and supernatural mind given to you by your patron, you can understand abilities and spells at a fundamental level merely by witnessing them being used or cast. Upon seeing a spell being cast or a spell-like magical ability being used, you can use your reaction to thoroughly study one ability or spell you just witnessed. As the action of your following turn, you must make an Intelligence saving throw of DC 10 + (the level of the spell used  * 2) or in the case of a magic ability it is DC 10 + (level at which the ability is acquired * 2). On a failed save, you fail to thoroughly study and comprehend the inner workings of the magic and the ability fails. On a successful save, your divine mind was able to analyze the magic completely to the point where you have the ability to mimic it. This can be done a number of times equal to your intelligence modifier and all uses are replenished after a short rest.

However, if the ability you are attempting to analyze is a spell exceeding the current level of your spell slots, or an ability obtained at a higher level than your own, the magic is too complex for you and the ability fails. 

You can store one mimicked magic ability at a time and may use this ability once per long rest without using a spell slot or any other requirements. 

Upon reaching 12th level, you can now store two magical abilities. 

(A "spell-like ability" being abilities that use magic but are not spells. Such as a Way of the Four Elements Monk's Water Whip or a Rune Knight Fighter's Cloud Rune. Whether an ability classifies as "spell-like" and can be mimicked is up to DM's discretion. A magic ability cannot be mimicked if it cannot be earned by a playable class!). 

Baffling Visage

At 10th level, you have learned how to share your Patron's knowledge with others and the world around you by casting it into a physical form. As an action, you can display pieces of yours or your Patron's knowledge in an unoccupied space directly adjacent to you, all creatures (that you choose) that can see you and are within 30 ft of you must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 4d8 psychic damage and is stunned for one minute or until they succeed on the same Intelligence saving throw. On a successful save, a creature takes half damage and is not stunned. This ability can also be used as a reaction, once used, until the end of your next turn, creatures attempting to attack you must make an Intelligence saving throw equal to your spell save DC or be unable to attack you until the end of their turn. This ability fails if a target cannot read or understand any language. The display can take the form of runes, diagrams, sections of text no larger than 25 words, or any other representation of information. The stun ability can be used twice and the evade can be used a number of times equal to your intelligence modifier, and is refreshed after a long rest.

The Tome of Flowing Time

At 14th level, you have learned to tap into your Patron's extensive knowledge of the past. Once per day, you can perform a ritual to magically create a small tome containing knowledge of another person or creature that you know of. The book's cover clearly states the creature's name (if it has one) and it contains a detailed description of their life until the exact moment of the tome's creation. You can only summon one tome at a time, and the tome disappears when you choose to dispel it or when you attempt to create a different tome. Once successfully created, as a bonus action, the tome can be read in order to access details of a specific point in the creature's past, whether it be as vague as the village they visited yesterday, or as detailed as the clothes they were wearing on their second birthday. In addition, as an action, when you have a tome you can attempt to alter its contents. you must make an intelligence saving throw against 12 + the creature's intelligence modifier. On a failed save, you take 3d8 psychic damage and fail to make any changes. On a successful save, you can make small changes  to the tome's contents without incurring repercussions upon yourself, such as turning a near accident into a minor injury, misplacing an important item, or anything that does not majorly disrupt the flow of the creature's history. You cannot use this ability to directly or intentionally kill someone, banish them, or drastically change their personality, social status, heritage, or mental state.

The tome can also be used to make more drastic changes to a creature's past. This can include turning that near accident into a debilitating injury,  causing them to never meet an important figure in their past, or anything that does not result in the conditions stated above. Altering reality in this way is taxing on the mind however, upon performing a drastic change to the tome, you must make an intelligence saving throw of DC 17. On a failed save, you take 5d10 psychic damage, on a successful save, you take half this damage, rounded down if needed. The target gains memories of the events you have changed as if they naturally occurred. 

Upon reaching 18th level, you gain the ability to alter a creature's fate in real time. You can perform any of the following actions after succeeding in the saving throw to alter the tome:

Present Rewritten - As an action, you may use the tome to make changes to the creatures fate exactly one second from the current time, causing a moderate injury of your choosing (a broken bone, large slashing wound, hundreds of small cuts, etc.) to the creature and dealing a number of d10 damage equal to your player level divided by 2, rounded down. After performing this action three times, the tome crumbles under the magical strain of tampering with time. A new tome cannot be summoned until the next day.

Future Unveiled - As an action, you can read the very last page of the tome (while making no changes), revealing how that creature lives the last one year of its life, and how the creature dies. 

Binding of Fates - As an action, you can rewrite the creature's future in nearly any way imaginable. You CANNOT cause the creature to become immortal or gain the status of a deity or any higher power. In addition, the only changes you can make to a creature's death is the manner of death. You are unable to tamper with the time or date of the creature's demise, as doing so would undoubtedly have major repercussions. However, altering a creature's fate also causes you to share the same fate you give the creature in the tome. (Although these fates may not occur at the same time). After this action is taken, the tome crumbles under the magical strain of rewriting the future. Both your own and the creature's fates are now tied together, these ties can only be severed and the fates can only be changed by wishing for it using the Wish spell. When your fates are tied, you are always able to magically sense the creature, even on separate planes. If either you or the creature somehow dies before the fate you have written occurs, for time is in constant flux, then the binding fades and the creature's or your own fate is once again their own. When the tome crumbles, a new tome cannot be summoned until the next day. 

The ritual to summon a tome requires that the creature in question is known by you or someone else within five feet of you when the ritual is performed. The ritual takes one hour of meditation and communing with your Patron to complete. One book, roll of parchment, or similar object must be consumed to create the tome. 

If the creature the tome contains knowledge of dies while the tome is in existence, the tome loses all magical properties and simply becomes a biography of that creature's life from birth until death. A new tome can be summoned the next day.

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