The Thousand-Lives (5e Subclass)
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The Thousand-Lives
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Chronomancer, by JamesRyman https://www.deviantart.com/jamesryman/art/Chronomancer-190470099 |
Warlock Subclass
The Thousand-Lives is a powerful entity that has been reincarnated time and time again (such as a Sorcerer of the Reincarnated Sorcerous Origin). Its many lives carry many secrets. Those that serve such a being become its Warlocks and gain access to bizarre and wonderful powers through the Thousand-Lives' memories.
- Expanded Spell List
The Thousand-Lives 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.
Spell Level | Spells |
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1st | Bane, Bless |
2nd | Augury, Enhance Ability |
3rd | Bestow Curse, Life Transference |
4th | Confusion, Death Ward |
5th | Legend Lore, Reincarnate |
- Borrowed Knowledge
At 1st level, your patron grants you tidbits of its knowledge. First, add your Charisma modifier to any Intelligence (History) check you make. Second, you gain a special spell of your choice from any list. This spell must be from any spell list other than the Warlock spell list (excluding spells on your expanded spell list), and it must be of a level equal to or less than your Warlock spell slot(s). You can cast the spell using a Warlock spell slot, and it counts as a Warlock spell when you do so. Once you have cast this spell in this way, you can't do so again until you complete a long rest. You can also change the spell you chose in this way whenever you complete a long rest.
You can choose one additional spell in this way when you reach higher levels in this class, two at 6th level, three at 10th level, and four at 14th level.
- Deja Vu
Lessons learned by your patron become lessons learned by you. At 6th level, whenever you complete a short or long rest, roll a d6 and record the result. You can add or subtract the result from any ability check, attack roll, damage roll, or saving throw you make or that is made against you. Damage cannot be reduced below 1 in this way. Once you have done so, you cannot do so again until you roll a new d6 and record its result in this way. An unused d6 result expires once you record the result of a new one.
Additionally, if the result recorded is equal to or greater than the level of your Warlock spell slots, you can use an action to expend the die and regain such a spell slot.
- Echoes of the Past
You gain the ability to merge aspects of the present and past. At 10th level, whenever a creature you can see within 30 feet of you takes damage, regains hit points, or succumbs to a condition, you can use your reaction to undo that effect. Damage is undone, causing the target to regain hit points, while a target that regained hit points loses those hit points. A target that succumbs to a condition has that condition lifted immediately. An unwilling creature can make a Charisma saving throw against your spell save DC, ignoring the reversal on a success.
Alternatively, whenever you cast a spell with a casting time of 1 action or 1 bonus action, you can use your reaction and make a Charisma check. On a result equal to 10 + the level at which the spell was cast, you can cast the spell again on your next turn without expending a spell slot.
Once you have cast a spell in this way a number of times equal to your Charisma modifier (minimum of once), you must finish a long rest before you can use it again.
- Touch of the Cycle
At 14th level, you tap into the cycle of reincarnation empowering your patron, gaining the following benefits:
- You gain resistance to one damage type of your choice from the following: bludgeoning, necrotic, piercing, poison, psychic, or slashing.
- You are immune to being charmed and frightened.
- You ignore the detriments of old age, but you still age naturally otherwise.
- If you die, roll a d20. On a 15 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You disappear, but your gear remains. You reappear after 24 hours as if Reincarnate had been cast on you at 5th level. Your reincarnated form is the youngest adult age of its race.
Eldritch Invocations
- Barbarian Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- Whenever you finish a long rest, you gain a number of temporary hit points equal to your Warlock level.
- You gain a +1 bonus to any Strength ability check, attack roll, or saving throw you make.
- You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Bardic Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- Choose one skill or tool with which you have proficiency. Add your proficiency bonus again to checks you make with that skill or tool.
- You gain a +1 bonus to any Charisma ability check, attack roll, or saving throw you make.
- You know one Bard cantrip of your choice. For you, it is a Warlock cantrip.
- Borrowed Arcana
- Prerequisite: Thousand-Lives Patron
Choose two spells of 1st-level or higher from any spell list of a level equal to or lower than your Warlock spell slots. You can cast these spells as if they were Warlock spells.
- Clerical Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You gain immunity to diseases, poison damage, and the poisoned condition.
- You gain a +1 bonus to any Wisdom ability check, attack roll, or saving throw you make.
- Once between long rests, you can use the Cleric's Turn Undead channel divinity option (but it does not destroy undead). You can expend a Warlock spell slot to use it again before you finish a long rest.
- Druidic Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You can speak, understand, and read Druidic.
- You gain a +1 bonus to any Wisdom ability check, attack roll, or saving throw you make.
- Once between long rests, you can use the Druid's Wild Shape class feature to transform into a CR 1 beast. You can expend a Warlock spell slot to use it again before you finish a long rest.
- Fighting Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You gain proficiency with martial weapons and with shields.
- You gain a +1 bonus to any Dexterity or Strength (your choice) ability check, attack roll, or saving throw you make.
- When you use your action to attack or cast a spell, you can use your bonus action to make one weapon attack.
- Monastery Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- Your unarmed strikes deal 1d4 damage (unless it was already higher) and rely on your Dexterity or Strength (your choice).
- You gain a +1 bonus to any Dexterity or Strength (your choice) ability check, attack roll, or saving throw you make.
- Whenever you hit with an unarmed strike, you can use your bonus action to make a number of additional unarmed strikes against the same target equal to your Charisma modifier (minimum of 1).
- Mystical Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You gain the benefit of one Psionic Focus of one Psionic Discipline of your choice.
- You gain a +1 bonus to any Intelligence ability check, attack roll, or saving throw you make.
- You can telepathically communicate with any creature you can see that has an Intelligence of at least 2.
- Paladin Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You gain proficiency with shields, and you can create somatic components even while holding a weapon and/or shield in one or both hands.
- You gain a +1 bonus to any Charisma ability check, attack roll, or saving throw you make.
- Once between long rests as an action, you manifest 45 points. You can distribute these points among any number of creatures that you can see within 60 feet. A creature regains 1 hit point for each point spent on it. You can expend a Warlock spell slot to use it again before you finish a long rest.
- Ranger Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You gain proficiency with martial weapons and with shields, and you can create somatic components even while holding a weapon and/or shield in one or both hands.
- You gain a +1 bonus to any Wisdom ability check, attack roll, or saving throw you make.
- You can use Wisdom instead of Dexterity for initiative checks.
- Roguish Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- Whenever you have advantage on an attack roll that deals damage, increase the damage dealt by 1d6.
- You gain a +1 bonus to any Dexterity ability check, attack roll, or saving throw you make.
- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Sorcerous Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You gain 3 sorcery points. You recover 1 such point whenever you take a short rest and recover any expended points when you take a long rest.
- You gain a +1 bonus to any Charisma ability check, attack roll, or saving throw you make.
- Choose one metamagic option. You can use sorcery points to use that metamagic option. Whenever you finish a long rest, you can change that metamagic option to a different one.
- Wizarding Memories
- Prerequisite: Thousand-Lives Patron, 9th level
While you have this invocation, you gain the following benefits:
- You can cast any spell you know with the ritual tag as a ritual.
- You gain a +1 bonus to any Intelligence ability check, attack roll, or saving throw you make.
- You know one Wizard cantrip of your choice. For you, it is a Warlock cantrip.
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