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Become a Patron!
\pagebreakNum # Warlock Patron: The Sibyl You have made a pact with an ancient spellcaster, a renowned wizard who has risen to near godhood. They likely see your pact as a way to learn the new, blooming magic of the world. As ages advance, so does magic. New forms, schools or even entire sources may be discovered. They are not a patron of pure evil, instead seemingly more curious to discover and push boundaries. ### Expanded Spell List The Sibyl 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. ##### Sibyl Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | _find familiar, detect magic_ | | 2nd | _arcane lock, nystul's magic aura_ | | 3rd | _glyph of warding, bestow curse_ | | 4th | _arcane eye, polymorph_ | | 5th | _bigsby's hand, legend lore_ | ### Books and Charms #### Bookworm At 1st level, your patron bestows a Grimoire to you. This can be used as a spellcasting focus for your Warlock and Wizard spells. You may copy Wizard and Warlock spells into your Grimoire following the wizard spell copying rules. Spells gained through Mystic Arcanum count as a spell for the purposes of this. You may not copy spells you learn through levelling into your Grimoire, except for Mystic Arcanum. You may perform a 1 hour long ritual to get your Grimoire back should you lose it. #### Charmcraft At 1st level, your patron bestows the knowledge of creating magical charms upon you. You may create a number of charms equal to half of your level in this class + half of your proficiency bonus per long rest.
During a long rest, you may spend some time to infuse these charms with spells you know, or are in your Grimoire. Spells you infuse can be no higher level than a quarter of your level in this class rounded up, and spells must be infused at no higher than their base level plus 2. Infusing a spell this way requires you to infuse a number of charms equal to the spells level. This infusion ritual requires you to use the material components of the spell if the spell states that they are consumed, and additionally a handful of natural material each. This can be rocks, leaves, grass, anything from nature. You can infuse the same spell a number of times equal to half of your proficiency bonus per long rest. These charms become mundane after a long rest.
As a bonus action, you may cast an infused spell by consuming the amount of charms equal to the spells level. ### Magical Trinkets Starting at 6th level, you gain one Pact of the Tome invocation. This invocation and any other Pact of the Tome invocation count your Grimoire as the tome. This enhanced tome also grants you the following bonuses: * Your tome cannot be destroyed by nonmagical means * You may summon it to your hand as an action. * Casting ritual spells using your Grimoire only takes an extra minute, instead of 10. As a bonus action you may gift a creature one of your charms. A creature with one of your charms may add 1d4 to one ability check, saving throw or attack roll of its choice. This charm becomes mundane after a long rest. ### Gifted Magicks Beginning at 10th level, you may use your action to cast Magic Missile at a level equal to half of your Warlock level rounded up. This can exceed 9th level. Casting Magic Missile this way requires you to consume a number of charms equal to the level you cast it at.
Once per day you may unbind the infused magic in your charms, casting a spell you know or is contained in your Grimoire. Casting a spell this way requires you to consume a number of infused charms equal to the spell's level plus 2.
### Witch's Baubles Starting at 14th level, you may create a number of permanent charms up to your proficiency bonus. If you create any more, the old ones are destroyed. The spells enchanted into these charms can be cast without the material or somatic components, but require you to speak the name of the spell in your mother tongue. If the spell is higher than 1st level, it can only be cast once per day. These have the normal infusion requirement for charms, but also require a gem worth 100gp for each level of the spell infused. You can create new charms this way once every 7 days, as the magic used is raw and powerful. Once the charm is unenchanted via replacement or some other form such as dispel magic (the charm's level for dispel magic is equal to the level of the spell contained), the charm is destroyed. These charms cannot be used in combination with your basic charms from Books and Charms for casting infused spells from that feature.
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PART 1 | The Sibyl