Warlock
Base Class: Warlock

You have gained the attention and patronage of a particularly curious Chwinga. They have permanently started to follow you around, hiding within your various pieces of equipment or within nearby natural formations such as rocks and trees, and provide you with a large amount of their magic power. This is not necessarily because they believe you to be a good person or worthy of their power, they just believe that you are an interesting humanoid, and they want to see what you do with it. They may become bored if you become to repetitive and your life to mundane and take back their power and find someone new to give it to. So as long as you keep them entertained, you can have their power.

Expanded Spell List

Your Chwinga patron grants you access to an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level

Spells

Cantrip

Druidcraft, Guidance

1st

Animal Friendship, Speak with Animals

2nd

Pass Without a Trace, Enhance Ability

3rd

Conjure Animals, Plant Growth

4th

Freedom of Movement, Conjure Woodland Beings

5th

Tree Stride, Awaken

Chwinga's Sight

At 1st level, You gain blindsight for up to 20ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

My Patron's Gift

At 1st Level, you gain the ability to loan the Chwinga’s power to others. As an action you can choose one target within 30ft of you. You gift them one of the following benefits that you meet the prerequisites for:

  • Charm of Animal Conjuring (5th Level): This charm allows the target to cast the conjure animals spell as a 3rd level spell without using a spell slot as an action once within 24 hours of receiving this charm. The level of the spell increases to 4th at 7th level, and to 5th at 9th level.
  • Charm of Darkvision: The target gains 60ft of Darkvision for 24 hours (They can see in dim light as if it was bright light for 60ft and they can see in darkness as if it was dim light to 60ft. You cannot discern colour in darkness only shades of grey.)
  • Charm of Feather Falling: For 24 Hours, if the targeted creature starts to fall, they will descend at 60ft per round as if by feather fall. If the creature lands before this charm ends, it takes no falling damage.
  • Charm of Greater Restoration (9th Level): The targeted creature gains one of the benefits of a Greater Restoration.
  • Charm of Heroism: The target gains a number of Temporary Hit Points equal to 2 times your Warlock level. These hit points last for 24 hours. In addition, for as long as these hit points last the target can add 1d4 onto any saving throws or ability checks they make.
  • Charm of Restoration: The targeted creature gains one of the benefits of Lesser Restoration.
  • Charm of the Slayer (3rd Level): The weapon currently wielded by the target becomes enchanted as if by Magic Weapon. This charm lasts for a number of hours equal to your Charisma Modifier.
  • Charm of Unnatural Wealth (5th Level): The targeted creature immediately gains 1d6 + your Charisma Modifier gp. In addition, The next time within 24 hours that the targeted creature would obtain any sort of money (cp, sp, gp, etc), they obtain double that amount instead.
  • Charm of Vitality (3rd Level): The target regains 2d8 + your Charisma Modifer hit points. The number of hit points increases to 3d8 at 6th level, 4d8 at 10th Level, and 5d8 at 14th Level. 

You can use this ability a number of times equal to your Charisma Modifier. The number of uses is reset after a long rest.

Natural Shelter

At 6th Level you are gifted with the Chwinga’s ability to hide in naturally occurring materials. As an action, you can magically take shelter in a rock, a living plant, or a natural source of fresh water that is the same size or larger than you. You cannot be targeted by any attacks, spells or other effects while inside this shelter, and this shelter does not obstruct your blindsight, however it does obstruct any other senses you have. You can use your action to exit the shelter. If the shelter is destroyed while you are still inside of it, you are forced out and take 3d6 bludgeoning damage and appear in the space where the shelter was prone on the ground.

Evasion

Beginning at 10th Level, When you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage on a success and only half damage on a failure.

Unusual Nature

Starting at 14th Level, you no longer require food, water or air to survive. In addition, anyone who is under the effect of one of your charms or has been affected by one of your charms in the last hour gains a bonus to all rolls they make equal to your Charisma Modifier (Attack Rolls, Damage Rolls, Saving Throws, etc)

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2021 10:21:04 AM
9
2
0.1
Coming Soon
9/3/2021 9:35:36 AM
30
6
0.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes