Warlocks in the Sundered Ring are of a precarious nature; on the one hand, there is a certain comfort in being able to trace the source of one's magical power back to a singular, known entity. On the other hand, if that entity exists outside the power structure of the Dragons, that could be seen as a direct threat to the Church's authority.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. In addition to the pact boons available in the official handbook, the following option is available to warlocks in the Sundered Ring setting.
Your patron marks you as their own with a brand of their unique symbol. The mark is typically in a conspicuous place, such as your forehead or the back of your hand. In addition to being immediately recognizable to anyone familiar with your patron, this mark can be used as a spellcasting focus, and does not require an empty hand to use (you must still have an empty hand to make use of somatic components).
You start with the following items, plus anything provided by your background.
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. In addition to the options presented in the official handbook, the options below are available to player characters in the Sundered Ring setting.
Your patron is a powerful being of knowledge and prescience, whether it be the Burdened Scholar himself or a cosmic being in his service. This being has granted you the power to peer into the past, present, and future, and though the answers are not always clear, they are ufailingly helpful in moments of need.
The Oracle 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 |
---|---|
1st | Detect evil and good, identify |
2nd | augury, detect thoughts |
3rd | clairvoyance, speak with dead |
4th | divination, locate creature |
5th | commune, legend lore |
At 1st level, you can cast the bane or bless spells a number of times equal to your Charisma modifier, and you regain these uses when you finish a long or short rest.
You also learn the guidance cantrip, which counts as a warlock cantrip for you, and does not count towards the number of cantrips you can learn.
At 6th level, you can cast bestow curse and remove curse once each, and regain the ability to do so at the end of a short or long rest.
At 10th level, you have advantage on initiative checks, and cannot be surprised.
Also at 10th level, you can use your flashes of insight to aid others. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d20, and choose which result is used. You can do this a number of times equal to your Charisma modifier, and regain these uses at the end of a long rest.
At 14th level, you can <placeholder>. For one minute, the target gains resistance or vulnerability (your choice) to all damage types that they aren't immune to.