Warlock
Base Class: Warlock

Your patron is a powerful being created from the powerful wishes brought to existence through the inspiration of a mortal who's gone through the darkest moments of their life and yet still hold unto their hopes. Their existence is bound to their origin, and so once their mortal ceases to hold unto their inspiration, their muses are quick to vanish as well. Your pact comes from a truly honorable deed you've done for their mortal bonds, in which the muse will offer their services of empowerment in turn for serving their mortal bond, to protect them from those who wish to extinguish their light.

Patrons born from these desires may include: Calliope the muse of epic poetry, Clio the muse of history, Erato the muse of love poetry, Euterpe the muse of music, Melpomene the muse of tragedy, Polyhymnia the muse of sacred poetry, Terpsichore the muse of dance, Thalia the muse of comedy, Urania the muse of astronomy and such.

The Muse Expanded Spell List

The Muse 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.

1st level: Thunder Wave, Faerie Fire
2nd level: Healing Spirit, Spiritual Weapon
3rd level: Haste, Spirit Guardians
4th level: Freedom of Movement, Sickening Radiance
5th level: Circle of Power, Destructive Wave

Heart of the Diva

Starting at 1st, you have line of hope held out to you for you to grab. When you have to roll death saves or are killed outright, you instead regain hit points equal to your Warlock level + Charisma modifier. (Further improvements can be made with certain eldritch invocations).

Mystic Awareness

At 6th level, you gain the ability to sense the auras around you as the Muses influence gives you greater intuition on the world around you. Spending an action, you can detect magical presences and the type within 60ft around you for up to 10 minutes, or until you end it early with a bonus action. If there's a spellcaster within range when this abilities active, it's known to you and you know their main spellcasting school. In addition, you can add your proficiency bonus to any Insight (Wisdom) checks you make (in the case where you already proficient in insight checks, you may add this extra bonus on top of what you normally add). Once you use this ability, you cannot use it again until you've had a long rest.

Faithful Passion

Getting closer to your patron, you find that you seem enamored and boosted by hobbies and activity related to the passion and hope your Muse was created from.You gain a single skill or tool proficiency related to your muse's passions (consult your DM about this). Using 10 minutes, you can summon an ethereal object related to your gained proficiency whether it be a skill or tool. This tool works like a non-magical one, stays within 30ft of you (otherwise it'll simply teleport back into your possession) and only you or somebody you willingly choose can touch this tool. You can choose to fiddle around once on a short or long rest to give 2d4 temp hit points OR inspiration to a willing creature (including yourself) and the tool disappears. You can't summon this tool again until 1d4 days have gone by.

At 12th level, the temp hit points given increase to 3d4, or you can give two people inspiration. At 18 level, the temp hit points given increase to 4d4, or you can give three people inspiration.

Harmonious Gift

At 10th level, through the bond with your muse, you gain the ability to call upon your patron and they manifest a part of their being into a apparatus of emboldened influence to you. This apparatus takes an appearance of your ideal form of item that may be an accessory, book or a weapon you're proficient in (must be something that can be held in one's hands), it's indistinguishable to the item it resembles (visual value being up to 50gp) and the weight is completely negligible. You may summon it at will if you're within 50 miles of it, otherwise you may perform a 1 hour long ritual to summon a new item as the previous one dissipates into thin air.

Using a bonus action, you may call upon your muse's presence as they show themselves in a luminous (good) or somber (evil) intangible form. Which gives you the following benefits for 6 (1d10) minutes:

  • You gain immunity to the charmed (chaotic) or fear (lawful) condition and resistance to radiant (good) or necrotic (evil) damage.
  • Any situation that your apparatus/patron can conceivably be used in an ability check that's called for, you gain advantage to the roll.
  • When a creature gets within 5 feet, it can trigger a special opportunity attack from the Muse that ignores the disengage action. Taking a reaction, the Muse deals force damage equal to your warlock level + Charisma modifier (minimum of 10 force damage).

After the feature's effects fade, you cannot call upon your patron's presence again until the next dawn.

Absolute Aethereus

Starting at 14th level, you've reached a point where your bond to the Muse is at their boldest and brightest, whereas you may use it to connect to others and shine hope and inspiration.

Utilizing your action within combat, you may summon many globules of inspiration, hopes and desires from yourself and those around you that equals to your charisma modifier + 1 (minimum of 2 globules). You may expend one or more of these globules to create one of the following effects:

  • You spend a bonus action and target yourself or an ally within 15ft and globule is expended and the the target either regains 2d4+2 hit points or their next landed attack will deal 2d8 extra necrotic damage (In addition, on a critical the damage dice are tripled instead of just doubled).
  • You may expend a bonus action and a number of globules to give immunity to a creature from a specific damage type of your choosing for a number of rounds equal to how many globules were expended.
  • You may expend an action and 3 globules and make 3 ranged spell attacks against one or more targets within 60ft. On a hit, you deal 2d10 radiant/necrotic damage, though before you go through with this damage, you may choose to play risky and pull for the raw strands of potential, choose between heads or tails on each hit and flip a coin. If you're correct, you deal a straight 30 radiant/necrotic damage to them. If you're wrong however, the spell backfires and you take the straight 30 radiant (light) / necrotic (darkness) damage.

Once you use this ability and expend all your globules, you cannot use this ability again until 1d4 days pass.

Previous Versions

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2/10/2021 3:23:32 AM
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