In the span of one’s life, those you know eventually complete their role in life and move on to the next. Sometimes when one moves on, if there are things still left unresolved, they return as spirits or corrupted undead. Though sometimes, through the unconditional bond they shared with you, they can reach through the void and gift what protection they can upon their dearest loved one so that they may finish what they couldn’t in life, vowing to watch over you so that you both may be reunited once more.
|1st||Expanded Spell List, Bonus Cantrips, Well of Fondness|
|6th||Shoulder to Lean On|
|10th||Love Conquers All|
Expanded Spell List
|1st||healing word, shield of faith|
|2nd||augury, healing spirit|
|3rd||speak with dead, beacon of hope|
|4th||divination, aura of purity|
|5th||legend lore, raise dead|
Well of Fondness
At 1st level, your spellcasting is lit by radiancy and warmth.
Whenever you cast a Warlock spell that deals necrotic damage, you may choose to deal radiant damage instead.
Shoulder to Lean On
At 6th level, the bond you share with your patron supports you through hardships and difficulty. As an action you may choose to gain proficiency in one skill of your choice, as your patron helps you from beyond the Veil. This effect lasts for one minute.
In addition, if you fall unconscious due to hitting 0 hit points, you can use your reaction to expend a number of hit dice up to half your Warlock level. You immediately heal yourself for half of the rolled amount. If any of the dice rolled is a 1, you may roll it again and take the second result. Healing yourself in this manner lets you stay conscious and on your feet without falling prone.
Once you have used this feature to either gain proficiency in a skill or to heal yourself, you can’t use it again until you finish a short or long rest.
Love Conquers All
At 10th level, the protection of your patron extends to your allies. You can use an action to give aid to yourself and two other allied creatures that you can see within 30 feet of you.
These three creatures will either have their individual AC increased by 1 for one minute, or gain temporary hit points equal to your Warlock level + twice your Charisma modifier (minimum of 1) until you finish a long rest. You decide which effect will take place for the group, and it will remain until it runs out, you choose to end the effect as a bonus action, you fall unconscious, or you use this feature again.
Once you’ve used this feature, you can’t use it again until you’ve finished a short or long rest.
At 14th level, you can target a willing creature you can see within 30 feet of you. As an action, you beckon your patron to contact the ancestors of the chosen creature and a familial spirit springs into existence in an unoccupied space within 5 feet of the target. The spirit may reassemble a deceased ancestor, a childhood friend, or a beloved family member of the chosen creature.
The spirit copies the racial stats and abilities, but not the class abilities, of the chosen creature, including a potential flying speed or natural resistances, but it is considered undead and not humanoid. If the chosen creature has the ability to cast spells, innately or otherwise, the spirit cannot do so. The spirit can’t speak, but it can understand any language you know.
When summoned, the spirit rolls its own initiative, but all its actions are controlled by you. It copies the stats, skill proficiencies and movement speed of the willing creature you targeted, but does not have proficiency in any saving throws, and it has an armor class equal to 10 + your Charisma modifier. The spirit has an amount of hit points equal half your hit point maximum. The spirit has the multiattack feature, meaning it can attack twice if it takes the Attack action on its turn. Its attacks deal 1d8 radiant damage + your Charisma modifier on a successful hit. When rolling to attack, you use your spell attack modifier to determine whether the attack hits or misses. The spirit has advantage on attack rolls as long as it is within 5 feet of the creature it sprang from, and its weapon attacks are considered magical for the purposes of overcoming resistances and immunities.
The spirit remains for 10 minutes, until it reaches 0 hit points, or until you lose concentration as if concentrating on a spell, whichever comes first.
Once you’ve used this feature, you can’t use it again until you’ve finished a long rest.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen