Base Class: Warlock
Through pluck, guile, study, or some other means, you've attracted the attention of the Scribe who writes down the continually expanding script of the world. While they are not the author of the Story, the Scribe is the being who puts to paper all of the events, characters, actions, and places that the world's Story dictates. You aren't entirely sure why this integral being has taken interest in you, but for some reason it has chosen to imbue you with a modicum of its power and knowledge. Whether it is due to a foreseen cataclysm that only you can prevent (or ensure), a brief experiment to determine just how much influence the Scribe has over the Story, or because they grew bored and wanted a self-insert character to play with, you have agreed to the Scribe's deal of your own volition. At least, you're pretty sure you did.
Expanded Spell List
The Scribe 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.
The Scribe Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | command, disguise self |
| 2nd | enlarge/reduce, skywrite |
| 3rd | slow, tongues |
| 4th | divination, fabricate |
| 5th | modify memory, legend lore |
Reading Right
Your communion with the Scribe has given you a window into understanding the fundamental nature of all language. Whenever you spend at least 8 hours studying a text of adequate length(i.e. a novel, dictionary, historical text, etc.) of any language, you become able to speak and write that language. This amount of time can be divided up into segments of any length as long as the total duration equals 8 hours, but it must be done with the same text
Scribble Out
At 1st level, you can just barely make out the underlying text of the world around you and can make quick, localized changes in order to spin the story in your favor. After you roll for a saving throw, ability check, or hit, or any creature within 30 ft of you rolls for any of those, you can ignore the roll and force a second roll instead. You or the creature must use this new roll.
Once you've used this feature, you can't use it again until you finish a short or long rest.
True Names
At 6th level, even though it is only in flashes, you're beginning to see the true monikers for objects and creatures. You're also beginning to see ways to improve upon them.
Whenever you roll perception, you can add your charisma modifier on top of your original perception modifier.
You are also able to briefly catch glimpses of the true names of creatures and objects, committing them to memory for later use. Speaking true names gives you a modicum of power over any entity. You can remember a true name for up to a day and speak it from anywhere to create the same effects:
Erased Letter
When you speak the true name of an object or creature, you can choose to leave a portion of its name unspoken and cause it existential damage. The target must make a Wisdom save against your Warlock spell DC or else take 4d6 Psychic (or Force if it is an object) damage.
Uncomfortable Pronunciation
When you speak the true name of a creature, you can choose to shift what makes it unique. The target's next saving throw, ability check, or attack roll suffers a -5 penalty. It then gets a +5 bonus to another later roll of its choice.
The amount of names you can commit to memory and then speak increases as you level up as a Warlock, with two at Level 9, three at Level 12, four at level 15, and five at level 18.
Once you've used all of the instances of this feature, you won't be able to use it again until you finish a long rest.
Expanded True Names
At 10th level, you gain even more ways to alter true names. After spending additional time gazing into the intricate weave of the world's continual story, you have come up with even more ways that you can improve upon it with your genius.
Spoken Backwards
When you speak the true name of a creature, you can choose to say it in reverse. You can change a creature's Alignment from Chaotic Evil to Lawful Good, Chaotic Good to Lawful Evil, Neutral Good to Neutral Evil, and Chaotic Neutral to Lawful Neutral or vice versa for any. This aspect does not affect any sort of True Neutral creature. This alteration lasts for 1 hour and can be dispelled. The creature also appears as a reverse mirror image of itself for the duration (left side where the right once was and vice versa).
Garbled Gunk
When you speak the true name of an object or creature, you can choose to make it unintelligible. The target creature's type is altered to be one of your choosing from the list of creature types (i.e. Fey, Fiend, Undead, etc.). The target can make a Wisdom saving throw against your Warlock spell save DC at the end of each of its turns following this garbled utterance in order to recognize its true self within the nonsense. On a successful save, the target returns to its original type.
Stuttered Definitely On Purpose
When you speak the true name of a creature, you can choose, cause you definitely chose to, stutter upon utterance. The target creature is left waiting, as if stuck in anticipation of itself. The creatures must make an Intelligence saving throw against your Warlock spell save DC. If it succeeds, it realizes where you were going with this and is unaffected. If it fails, it cannot take an action on its next turn and can only move half of its movement speed, but is able to take two bonus actions.
Side Story
You pull one creature within 5 ft. of you into an alternate universe as an action. You are the master of the story here. The universe resembles the one you left, but each creature within it, other than the one you pulled in, is controlled by you. They can only use attacks and cast spells that you had already seen each creature use in the last minute, but you can make them say and act however you want otherwise. You cannot add any creatures to this universe that weren't within 300 feet of you when you pulled the target into it. Each facsimile creature in this universe reacts on the same initiative as its real world counterpart during combat. You and the target act on your respective initiatives as well. The target creature can realize that it has been pulled into an offshoot, non-canon story arc on a successful DC 25 Wisdom saving throw at the start of each of its turns and whenever it takes damage from a creature it considered its ally that decreases in difficulty by 5 after every attempt. No other creature can interact with the target or you for the duration as you disappear from the main story line.
Once you've used this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/2/2021 11:47:27 PM
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3
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Coming Soon
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