Warlock: The Sphinx

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Warlock: The Sphinx

Otherworldly Patron

At 1st level, the warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to those offered in the Player's Handbook.

The Sphinx

Your patron is a sphinx, a divinely-appointed gatherer of knowledge and protector of secrets. Sphinxes can bend space and time to guard their treasure, and issue tests to those who would seek it for themselves. Your pact may be a test in itself, acting as an agent for your patron in exchange for access to what it protects.

Sphinx Features
Warlock Level Feature
1st Expanded Spell List, Sphinx's Tutelage, Riddlemaster
6th Winged Words
10th Time Walk
14th Mindbreaker

Expanded Spell List

The Sphinx 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.

Sphinx Expanded Spells
Spell Level Spells
1st command, detect evil and good
2nd detect thoughts, zone of truth
3rd clairvoyance, wall of sand
4th confusion, divination
5th commune, legend lore

Sphinx's Tutelage

Starting at 1st level, your patron shared some of its extensive knowledge with you. You gain proficiency in one skill, tool, or language of your choice. When you complete a long rest, you can replace this proficiency with another.

Riddlemaster

Additionally at 1st level, your patron bestows upon you the power to mire the minds of your enemies with a riddle or question. As an action, choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum of one). These creatures must succeed on an Intelligence saving throw against your warlock spell save DC or be considered under the effect of the bane spell for one minute. A creature automatically succeeds on its saving throw if it can't hear you or doesn't understand at least one language.

Once you use this feature, you can't use it again until you finish a short or long rest.

Winged Words

Starting at 6th level, you are able to channel some of your magical energy to manifest temporary wings. When you cast a spell using one of your warlock spell slots or use your Riddlemaster feature, you gain a flying speed equal to your walking speed until the beginning of your next turn. Flying this way does not provoke opportunity attacks.

Additionally, you can expend a warlock spell slot to gain a flying speed equal to your walking speed for one minute.

Time Walk

Starting at 10th level, your patron grants you some of the time magic it uses to protect its lair. When you roll initiative and aren't surprised, choose a number of creatures you can see up to your Charisma modifier (minimum of 1). Those creatures reroll initiative.

Mindbreaker

Starting at 14th level, your riddles can imprison your enemies in their own minds. As an action, choose a creature that you can see within 30 feet of you. If the creature can hear you and understands at least one language, it must make an Intelligence saving throw against your warlock spell save DC. On a failure, it is incapacitated and can't move until the end of your next turn. While incapacitated, the creature is able to perceive only itself and you. On subsequent turns, you can use your action to maintain this effect if you are within 30 feet of the creature, extending its duration until the end of your next turn. The creature repeats the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on a success.

Once you finish this feature, you can't use it again until you finish a short or long rest.

Optional Rule: Alternate Spellcasting Modifier

Sphinxes value knowledge above all else, and this influences the pacts they make. When you create your warlock, your DM may allow you to use Intelligence as your spellcasting modifier rather than Charisma. If so, whenever a warlock feature refers to your Charisma, it uses your Intelligence instead.