The Council

You have sealed a pact with not one patron, but with a council comprised of powerful beings that share a singular purpose. Most councils have pursued their goals for long periods of time, failing time and time again. Evidence of their pursuits can be found the world over, and the councils rely on warlocks in their service to endeavor on their behalf. These councils range from an academy of wizards who have outwitted death, to pirate brethren who labor under a curse, to an assembly of powerful elementals or island spirits.

Features
Warlock Level Feature
1st Ward of the Council, Relics of the Council
6th Favor of the Council
10th Empowered Ward of the Council
14th Succor of the Council

Expanded Spell List

The Council lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Council Expanded Spells
Warlock Level Spells
1st sanctuary, shield
2nd aid, find traps
3rd protection from energy, water breathing 4th freedom of movement, locate creature
5th geas, legend lore

Ward of the Council

Starting at 1st level, the council has shared the secrets of ward creation with you. As part of a short or long rest, you construct a magical ward that takes on the appearance of objects meaningful to your council.

As part of the ward’s construction, choose one of the following damage types: acid, cold, fire, force, psychic, or poison. Creating a ward takes one hour, and you may only have one active ward at a time. If you create an additional ward, your current ward stops functioning as a ward.

As a bonus action, you can activate your ward. While the ward is active, you have resistance against damage of the type chosen when you created the ward until the end of your next turn. You can change the ward’s damage type by spending a bonus action and expending a Hit Die. You do not regain hit points from this Hit Die.

When you suffer damage of this type while your ward is active, you can deal an additional 1d4 damage of the same type with the next successful spell attack or weapon attack you make before the end of your next turn.

This additional damage increases by 1d4 for each Pact Magic slot you have currently expended.

You can use the damaging portion of this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Relics of the Council

Starting at 1st level, you have been trained to seek out the relics of your council. You gain proficiency in the Survival skill. If you are already proficient in Survival, you can roll a d6 and add the result to any ability check that uses the Survival skill.

Additionally, you can cast identify and locate object without using a spell slot. Once you have cast either in this way, you can’t cast either one again until you finish a long rest.

Favor of the Council

Beginning at 6th level, whenever you critically hit with an attack roll, or cast a spell using a 1st-level spell slot or higher, you gain temporary hit points equal to 1 + your Charisma modifier.

When you gain these temporary hit points, you can spend your reaction to instead grant the temporary hit points to a creature you can see within 30 feet. If you do so, you have advantage on the next saving throw you make before the end of your next turn.

These temporary hit points fade after a short or long rest.

Empowered Ward of the Council

Starting at 10th level, you have been entrusted with the secrets of creating empowered wards. When you activate your ward, choose a creature you can see within 30 feet. This creature gains resistance against the damage of the type chosen when you create this ward.

Your additional damage from your ward increases to 1d8, with an additional 1d8 for each warlock spell slot you have currently expended.

Additionally, whenever you or the creature chosen when you activate your ward gains temporary hit points, the other one also gains the same amount of temporary hit points.

Succor of the Council

Starting at 14th level, as an action, or as a reaction when you reach 0 hit points, you can seek the succor of the council. When you do so, your hit points are fully restored, you are instantly teleported to a location you can see within 30 feet, and you are empowered by the council.

For the next minute, roll a d6 at the start of your turn. If you roll a 6 on the die, regain one expended warlock spell slot.

Once you have used this feature, you can’t do so again until you finish a long rest.

Pact Boon

At 3rd level, a warlock’s otherworldly patron bestows a gift to them for their loyal service. The following is a new option for that feature that is available to you.

Pact of Ink

Your patron imparts to you the knowledge to create Otherworldly Ink. During a short or long rest, you can use the Otherworldly ink to create a tattoo on your skin, and expend a warlock spell slot to store one of your warlock spells within it. Only spells with a casting time of one action can be stored in a tattoo. You can activate a spell stored in a tattoo as a bonus action, instead of the normal casting time of the spell. If you already have a spell stored in a tattoo, attempting to store an additional spell fails. Spells stored as a tattoo are not regained during a short or long rest unless they are expended from the tattoo.

You can perform a 1-hour ceremony to transmute a bottle of ink into a bottle of Otherworldly Ink. This ceremony can be performed during a short or long rest, and any other bottles of Otherworldly Ink you have created return to their original state. The ink reverts to its original state when you die.

Eldritch Invocations

Warlocks gains the Eldritch Invocations feature at 2nd level. The following are a set of new options for that feature. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

A level prerequisite refers to your level in this class.

Sigil of Protection

Prerequisite(s): Pact of Ink

When you store an abjuration spell in your tattoos, you can gain resistance to one type of damage until the next time you store a spell in a tattoo or finish a long rest.

Flashing Sigil

Prerequisite(s): 5th level, Pact of Ink

You can store spells with a casting time of a reaction in your tattoos.

When you do so, you can use the Dash action as a bonus action, and have advantage on Dexterity (initiative) ability checks until the next time you store a spell in a tattoo or finish a long rest.

Twin Sigils

Prerequisite(s): 12th level, Pact of Ink

You can create a second tattoo in which to store your warlock spells.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.