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- SELF-HELP PATRON
- You are an independent Warlock who don't need no Patron. Just follow these simple steps to overcome all of life's difficulties! For eons Warlocks have served talking swords and walking squids, but the power was within you all along.
- Your First Self Improvement Book
- Your journey starts with a single self help book. Each of these books teach its reader to improve their wellbeing through positive thinking and habit forming. Work with your therapist (DM) to choose a self-improvement book that reflects a personality flaw your character wishes to overcome, or roll on the table below.
- Self Improvement Books
- d6 | Title
- ---+-------
- 1 | The Magic of Getting Rich (leaving your comfort zone)
- 2 | 7 Dwarves of Your Mind (anger management)
- 3 | Influencer: Persuasion Check (self confidence)
- 4 | Dream Like a Beholder (goal setting)
- 5 | The Ranger That Could (accepting failure)
- 6 | The Wand of Smiles Within (deal with negativity)
- SUBCLASS FEATURES
- Expanded spell list
- Spell level | Spells
- ------------+--------
- 1st | Healing word, Bless
- 2nd | Enhance ability, Calm emotions
- 3rd | Beacon of hope, Motivational speech
- 4th | Guardian of faith, Compulsion
- 5th | Skill empowerment, Greater restoration
- The Potential Of Positive Thinking
- You always look on the bright side of thing no matter the circumstance.
- Starting from level 1, when you cast a spell using a warlock spell slot, you can gain advantage on one attack roll or ability check within the next 1 minute. You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature after a long rest.
- The Strength Within
- When you are inflicted with a condition, you can just stop being hurt!
- Starting level 6, as an action you can end one of the following condition affecting you: poisoned, charmed, restrained, or frightened. Once you use this feature you must take a short or long rest before you can do so again.
- How To Win Allies And Influence Creatures
- At level 10, you can use The Strength Within on allies you can see within 60 feet of you.
- When you end a condition with The Strength Within, you can force a creature within 60 feet of you to make a Wisdom saving throw or be affected for 1 minute by the condition you ended. An affected creature can make a Wisdom saving throw at the end of their turn against your spell DC, ending it on a success. Once you successfully apply a condition through this feature, you must take a long rest before you can do so again.
- Don't Let Your Dreams Be Dreams
- You can accomplish any task as long as you truly believe! Follow theses simple steps and you can make your dreams into reality.
- At level 14, you gain one of the following benefits after a short or long rest:
- - I Believe I Can Fly. Gain a fly speed of 30 feet.
- - I Believe In the Power of You and I. You allies have advantage on the first melee attack rolls against a creature if you are within 5 feet of the creature and you aren't incapacitated.
- - I Believe In Miracles. When you make an attack roll and succeed, you can chose to critically succeed instead. Once you use this feature you cannot use it again until you take a short or long rest and choose this benefit again.
- The benefit lasts until you take a short or long rest and choose a new benefit.
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