Warlock – The Anchor

The Anchor

Your patron is the soul of a mortal entity tied to your fate in some fashion. Their soul exists somewhere in the limbo between life and death stranded in the vast expanse of the ethereal plane. This soul does not have to be positively tied to you. Beings could include: an abusive parent, a lost child, a tragically ended partner, a best friend, or a mortal enemy who won't let go. Unlike other patrons, these souls don't have immense power to grant you. You walk the line between the ethereal and the material and draw your power directly from the ethereal plane through the link with your patron. 

These souls ask for things along the lines that help to free them of their tether, bring them comfort and companionship, or further what their living desires had been. Some warlocks fulfill their wishes out of love, duty, power, or just to get the voice to stop screaming in their head.

Expanded Spell List

The Anchor 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.

Anchor Expanded Spells

Spell Level 

Spells

1st

Dissonant Whispers, Sudden Awakening

2nd

Misty Step, Phantasmal Force

3rd

Blink, Bestow Curse

4th

Phantasmal Killer, Dimension Door

5th

Telekinesis, Reincarnate

Bonded Beyond Death

Starting at 1st level, you can communicate with the soul that has anchored itself to your consciousness. This spirit had their own talents in life and can graciously or begrudgingly advise you on them. Choose any 2 skills that are appropriate to your patron spirit, and become proficient in them, or if you are already proficient in that skill, double your proficiency bonus.

Story of a Soul

Starting at 6th level, you recall a powerful shared memory with your patron. This memory may manifest itself as a small token, which could be anything, and grants you certain benefits. You may choose one memory of the following.
 Moment of Innocence: You recall a memory of naivety and innocence. The token may manifest as a child's toy, blanket, or a nursery rhyme. This memory and token comforts you in your darkest hours. As a bonus action, you may activate a pulse of positive energy. This pulse can be activated while you are afraid or paralyzed and immediately frees you from those ailments. In addition, any ally within 30 feet can immediately roll a saving throw (if applicable)  against any existing status condition afflicting them and are healed hit points equal to  your Charisma modifier. This ability can be used a number of times equal to 1 + your Charisma modifier.
Moment of Intimacy: You recall an intimate moment. The token may manifest as a lock of hair, your mother's favorite flower, or a best friend's holy symbol. This memory and token stand as a testament to the combined power of emotion and physicality. You are immune to charm. You may deal an additional die of psychic damage when you make a successful attack roll against a creature. You may use this feature a number of times equal to 1 + your Charisma modifier. You regain 1 use on a short rest.
Moment of Laughter: You remember the happiest time in your life. The token may manifest as a pair of dice, an unending supply of cookies, or an uncanny painting of the exact moment. This memory and token remind you of happier days and make you resilient to the world around. Every time you are forced to make a saving throw, roll an additional 1d4 and add it to the total.
Moment of Pain: You are haunted by the memory of a horrid pain, be it mental or physical. The token may manifest as a necklace of thorns, a heavy stone, or a bloody bandage. This memory hardens your heart and reminds you that there are worse things in the world. You have advantage on death saving throws. Once a turn, you may roll a 1d4 + your Constitution modifier and negate that damage.
Moment of Spite: You cannot shake a moment of pure rage or hate. The token may manifest as a pair of broken eyeglass, a piece of a tombstone, or a ruined piece of craftsmanship. This memory still fills you with hate. Your attacks deal an additional 1d4 necrotic damage.
Moment of Triumph: You take pride in a moment of immense accomplishment. Your token manifests as a medal of honor, a wedding ring, or an opponent's weapon. This memory fills you with ambition and drive. Your attacks deal an additional 1d4 radiant damage.

Between Two Worlds

The link between you and your patron has grown so strong that part of your psych permanently exists in the ethereal plane. You gain resistance to force and psychic damage. In addition, you can use an action to gain True Sight up to 60 feet for a minute. This ability can be used a number of times equal to your Charisma modifier. 

We Walk Together 

Starting at 14th level, your connection has grown so it as though your patron follows you as your constant companion. You may cast Etherealness without expending a spell slot once per long rest. In addition, you may choose another moment from the Story of a Soul feature.

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