Warlock Patron: The Personality
This patron is a strange entity, usually from hell, who seeks entertainment from the world. Their motivations are selfish and secretive, but for some reason has decided that you shall become the center of their attention if you can keep their interest. Perhaps they seek revenge against an old ally, maybe they have found a way to use you to bring them more power, or maybe they seek to watch the scum of the world struggle to climb up the hill of betterment, only to repeatedly trip, and tumble down to the fiery pit of failure. After all, the world is a stage. And a stage is a world of entertainment.
Expanded Spell List
The Personality lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Personality Expanded Spells
Spell Level | Spells |
---|---|
1st | charm person, Tasha's hideous laughter |
2nd | gift of gab AI, silence |
3rd | motivational speech AI, major image |
4th | dominate beast, Evard's black tentacles |
5th | geas, mislead |
Spells referenced as AI are from the Acquisitions Incorporated campaign book.
Charming Personality
Starting at 1st level, The Personality demands an audience and grants you the ability to gain one. When a creature becomes charmed by a spell you cast of 1st-level or higher, they have disadvantage against their saving throw to end the effect.
Additionally, you may use your Charisma modifier in place of your Dexterity modifier when you roll for initiative.
Center of Attention
You can choose a creature within 30 feet of you that you can see and mark it until the start of your next turn. You can choose between two different marks:
Mark of Cheer: The creature is marked with harmful luck. The creature gains resistance to all damage types if they are not already immune to them, however all attacks made against the creature are at advantage.
Mark of Jeer: The creature is marked with blissful disdain. The creature gains weakness to all damage types if they are not already immune to them, however all attacks made against the creature are at disadvantage.
You can mark a creature this way a number of times equal to your Charisma modifier (minimum of 1). All expended uses of this ability are regained on a short or long rest.
Dressed to Impress
At 10th level, your armor class equals 13 + your Charisma modifier.
Additionally, when you take damage you can use your reaction to make a melee weapon attack against a creature within 5ft of you. If the creature you target is the creature that damaged you, they must succeed a Wisdom saving throw against your spell save DC or are charmed by the attack.
Live Broadcast
At 14th level, The Personality grants you the power to embolden your will on those around you.
On the start of your turn you can use your action to immediately take control of all charmed creatures within 30 feet of you. Each creature you target may attempt a Wisdom saving throw against your spell save DC to break free from your charm. Those that remain charmed can be moved up to half of their speed and make a single action, either interacting with an object or making a single attack.
You may then choose one of the charmed creatures to take 6d10s of psychic damage. When this effect ends, you can't move, take bonus actions or reactions until the start of your next turn as you recover from broadcasting your will.
Once you use this feature you cannot do so again until completing a long rest.
By VV_Valentine
Imaged used belongs to Ashley Nichols.