Warlock
Base Class: Warlock

You have formed a pact with Ikol, the governing spirit of the amulets carved from the mother stone. Through he grants immense power, Ikol is known for convincing his warlocks through their dreams to manipulate them for his own ends.

Based off the book Amulet.

Expanded Spell List

The following spells are added to the warlock spell list for you.

Ikol Expanded Spells
Spell Level Spells

1st

command, entangle

2nd

choke, levitate

3rd

clairvoyance, spirit guardians

4th

death ward, phantasmal killer

5th

telekinesis, telepathic bond

Amulet

You gain a small magical necklace granted to you by your patron, allowing you to shape the world to your visions. You determine it's appearance. This necklace cannot by removed in any way. You can also summon spectral beams of energy as an action, functioning like the hands from the mage hand spell. Except it isn't a spell, it doesn't require concentration, and you summon 2 beams. You gain two more beams at higher levels, 5th level (4), 11th (6), 17th (8). You can use all of the beams, instead of one, when you move them as an action. You can also attack with any or all of the beams as an action, making a ranged spell attack against a target within 30 of you feet for each. Each beam deals 2 force damage on a hit. You can direct the beams at the same target or at different ones.

Choice of Free Will

You are offered a choice, side with Ikol and accept him, or turn away from his influence. Though it may be simple to side with him, it is not as easy to leave. Choose dependence or independence. You can change your choice from independence to dependence during a short or long rest. During a long rest, you can make a Wisdom saving throw against your spell save DC. If you succeed, your choice changes from dependence to independence. Once you make this save, you can't do so again for 13 days. When you fail such a saving throw, you are charmed by your patron, obeying his telepathic commands to the best of your ability. The charmed condition can't be removed by any means other than by succeeding the saving throw, or by a wish spell. Even divine intervention fails to free such a creature. Beginning at 1st level, you gain one of the following abilities depending on your choice.

Dependence

Whispers of the Void (Dependence)

When you make an ability check, attack roll, or saving throw, you can expend a warlock spell slot to add 1d6 to the roll. This bonus increases at higher levels. At 5th (1d8), 11th (1d12), and 17th (2d6).

Independence

Freedom (Independence)

You ignore the effects of difficult terrain, and you can use an action to escape non-magical restraints.

Void Touched

Beginning at 6th level you don't require air to survive and can use the verbal components of a spell in a vacuum. In addition, your speed increases by 10 feet, and your jump height is doubled. While you take a long rest, you can cast the sending spell without expending a spell slot.

Mental Fortifications

Starting at 10th level, you can add your Charisma modifier to your Wisdom saving throws. In addition, you have advantage on saving throws against enchantment and illusion spells.

Void Crossing

Starting at 14th level, you gain the ability to step into the void to evade your enemies. You can cast the etherealness spell once with this ability. You regain the ability to do so when you complete a long rest. When you cast etherealness in this way, you can do so even you are on the ethereal plane or not on a plane bordering it. Rather than entering the ethereal plane, you enter the void, causing you to be unaffected by effects on the ethereal plane, and stopping you from interacting with the plane (You can't see into the ethereal plane either). When you exit the void, you can cause a burst of magic to burst out from you. If you do so, each creature, other than you within 30 feet of where you exit the void, must make a Dexterity saving throw. A creature takes 3d10 acid, cold, fire, lightning, poison, or thunder damage (your choice) on a failure, or half as much on a success.

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