Base Class: Warlock
Your patron is a mysterious and knowledgeable entity whose nature is utterly foreign to most of the living world. It searches through the astral sea for knowledge lost to mere mortals. It's motives are all but incomprehensible to mortals and it's knowledge of languages is so immense and ancient that even the greatest of libraries couldn't hold a candle to it's vast secrets. The Lingo is one of great power and strength, once it has it's talons in you, You and your knowledge are it's forever
The Lingo's Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Dissonant Whispers, Feather Fall |
| 2nd | Magic Mouth, Skywrite |
| 3rd | Sending, Speak with Animals |
| 4th | Charm Monster, Locate Creature |
| 5th | Commune, Rary’s Telepathic Bond |
The Watcher & Language Tree
At 1st level, you learn two language of your choice. You learn another language of your choice at 6th and 14th levels.
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Also starting at 1st level, you gain the service of a spirit sent by the Lingo to watch over you. The spirit assumes the form and game statistics of a Owl, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
While the Owl is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.
You can see through the Owl's eyes and hear what it hears while it is within 100 feet of you.
In combat, you roll initiative for the Owl and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours.
The Owl doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The Owl vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the Owl back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
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At 6th level, you gain the ability to merge with your Owl spirit. As a bonus action when your Owl is perched on your shoulder, your body merges with your Owl form. While merged, you become Tiny, you replace your speed with the Owl's, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your Owl being perched on your shoulder. As an action, you and the Owl return to normal.
Whispers of the Soul
Starting at 6th level, you can call on your patron to read the soul of a specific creature. If you spend at least 1 minute focusing on and mentally whispering to the Lingo, focusing specifically on another creature outside combat, you can learn certain information about it. The DM tells you a piece of the creature’s history, some goal the creature is working towards, or one of its personality traits if it has any.
At the DM's discretion, they may you roll a (Wisdom) Insight Check to determine how clear the information is or may base the information given on how much you already know about the creature.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Language Barrier
Starting at 10th level, you naturally commune in multiple languages at once. You have resistance to psychic damage, and you have proficiency with Intelligence saving throws.
Additionally, if a creature attempts to read your mind, it must make an Intelligence saving throw against your warlock spell save DC. On a failure, it fails to read your mind and takes psychic damage equal to 1d8 for each warlock level you have.
Force of Duolingo
At 14th level, you are charged by your patron with reminding creatures to continue their lessons. As a bonus action, choose a creature you can see within 60 feet. For the next minute, you can use a bonus action to teleport to an unoccupied space within 10 feet of the target. Each time you teleport, you have advantage on your next attack roll made against it until the end of your turn.
Each time you teleport, you can also choose to frighten the target. The target must succeed on a Wisdom saving throw against your spell save DC or it becomes frightened of you until the start of your next turn.
You must complete a long rest before you can use this feature again.
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