Vathos
Patron: The Many Unknown
This Warlock delves deep into the mysteries of the arcane, seeking knowledge from the enigmatic forces of The Many Unknown. They are granted secrets and insights by their patrons, allowing them to manipulate the very fabric of reality.
Expanded Spell List:
1st Level: Identify, Shield
2nd Level: Arcane Lock, Detect Thoughts
3rd Level: Counterspell, Dispel Magic
4th Level: Arcane Eye, Fabricate
5th Level: Modify Memory, Legend Lore
Gaetsys’ Augmentation
At 1st level, you have unlocked the ability to tap into an additional wellspring of magical energy within you, granted by your connection to Gaetsys, the Ruby Dragon. This unique power allows you to augment your spells, intensifying their effects and unleashing even greater power upon your enemies or allies.
When you cast a spell using a spell slot of 1st level or higher, you can choose to expend additional hit points to enhance its potency. The specific effects of the augmentation depend on the nature of the spell you cast, providing you with various options for augmenting different types of spells:
Damaging Spells: When you augment a damaging spell, the additional magical energy you infuse into it intensifies its raw power, resulting in increased damage upon successfully hitting the target. The additional damage inflicted is determined by the spell's level and the hit points you choose to expend. For example, if you use a 1st-level spell slot and expend 2 hit points, the spell's damage would be augmented by a specific amount based on your DM's ruling. The higher the spell's level and the more hit points you spend, the greater the augmentation in damage.
Buff or Debuff Spells: Augmenting a buff or debuff spell extends its duration, allowing the beneficial or detrimental effects to last longer. By expending hit points, you infuse the spell with additional magical energy, granting you and your allies an extended period of enhanced abilities or granting your enemies additional time to suffer under the effects of curses or debuffs. The exact increase in duration would be determined by your DM, based on the spell's level and the hit points expended.
Range or Area of Effect Spells: For spells with limited range or area of effect, Gaetsys' Augmentation allows you to expand their reach. By channeling additional magical energy, you can extend the spell's range or increase the area it affects. This enables you to target more enemies, cover a larger area, or reach distant targets that would have been beyond your normal spellcasting range. The exact expansion in range or area of effect would be determined by your DM, considering the spell's level and the hit points expended.
To activate Gaetsys' Augmentation, you must choose to expend additional hit points equal to twice the level of the spell slot being used. The hit points are subtracted from your current hit point total. You can only use Gaetsys' Augmentation once per turn, and you must decide to use it before rolling any attack rolls or making any saving throws associated with the spell.
_________’s Eyes
At 6th level, your patron grants you unparalleled insight into the arcane mysteries. You gain the following benefits:
You gain proficiency in the Arcana skill if you don't already have it. If you are already proficient in Arcana, you add double your proficiency bonus to ability checks you make using Arcana.
You have advantage on saving throws against spells and magical effects.
Whenever you make an ability check to recall information about a spell or magical item, you can roll a d4 and add the result to the check. Additionally, if the spell or magical item is related to your patron or the Many Unknown, you add double your proficiency bonus instead of the d4.
Master of Many
At 10th level, you gain unparalleled mastery over the secrets of the arcane. You can choose one spell from any class's spell list. You can cast this spell once without expending a spell slot. You regain the ability to do so after finishing a long rest. The chosen spell can have a level of up to half your Warlock level (rounded up). Additionally, when you finish a short rest, you can choose to replace the chosen spell with a different spell from any class's spell list.
___’ Whisper
At 14th level, you can manipulate the arcane energy surrounding you to shape reality to your will. You gain the ability to cast the spell "Wish" once without expending a spell slot. After using this feature, you can't use it again until you finish a long rest. Additionally, when you cast "Wish" in this way, it does not stress or strain you, and you suffer none of the stress-related drawbacks associated with casting the spell.
Cantrips:
Ephemeral Echoes
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send forth ethereal echoes of forgotten knowledge. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d8 psychic damage and must succeed on an Intelligence saving throw or become disoriented until the end of its next turn, granting advantage on the next attack made against it.
Fleeting Shadows
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Shadows writhe and dance around a creature you can see within range. The target must succeed on a Wisdom saving throw or suffer disadvantage on its next attack roll before the end of its next turn. Additionally, any creature that hits the target with an attack before the start of your next turn gains temporary hit points equal to your Charisma modifier.
Arcane Whisper
Divination cantrip
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 round
You speak a cryptic incantation, allowing you to decipher magical secrets. Until the end of your turn, you have advantage on Intelligence (Arcana) checks, and you can understand the meaning of any magical script or writing you see.
Enigmatic Spark
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash a spark of enigmatic energy that crackles toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d10 force damage and must succeed on a Wisdom saving throw or have disadvantage on its next saving throw before the end of its next turn.
Veil of Uncertainty
Illusion cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
You shroud yourself in a veil of shifting illusions. Until the end of your turn, you have advantage on Dexterity (Stealth) checks, and any creature that targets you with an attack roll has disadvantage on the roll if you are more than 5 feet away from it.
Level 1 Spells:
Whispers of the Forbidden
Enchantment 1st-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You weave forbidden words into a haunting melody that only a single creature of your choice within range can hear. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed, the target's speed is halved, and it takes 1d6 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Shroud of the Unseen
Illusion 1st-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You wrap yourself in a shifting cloak of shadows, making you difficult to perceive. For the duration, you have advantage on Dexterity (Stealth) checks, and any creature that targets you with an attack roll has disadvantage on the roll if you are in dim light or darkness. Additionally, if you are in dim light or darkness, you can use your bonus action on each of your turns to teleport up to 30 feet to an unoccupied space you can see within range.
Arcane Vortex
Evocation 1st-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a swirling vortex of arcane energy at a point you can see within range. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw, taking 2d8 force damage on a failed save or half as much damage on a successful one. Any creature that starts its turn in the area must also make this saving throw.
Veil of Shadows
Necromancy 1st-level spell
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Shadows coalesce around you, granting you enhanced stealth and defense. For the duration, you gain a +2 bonus to AC, and you have advantage on Dexterity (Stealth) checks. Additionally, creatures that hit you with melee attacks have a 25% chance of becoming frightened until the end of their next turn.
Esoteric Bolt
Evocation 1st-level spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You unleash a bolt of raw arcane energy that streaks toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 force damage. If the target is a creature, it must also succeed on a Constitution saving throw or be pushed 10 feet away from you.
Level 2 Spells:
Temporal Shift
Transmutation 2nd-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You manipulate the flow of time around yourself, allowing you to move with enhanced speed and reflexes. For the duration, your movement speed increases by 10 feet, and you gain a +2 bonus to AC. Additionally, you have advantage on Dexterity saving throws. This spell also grants you advantage on initiative rolls.
Dragon's Resilience
Abjuration 2nd-level spell
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
When you are hit by an attack or targeted by a spell that deals damage, you can use your reaction to call upon the resilience of Gaetsys, your Ruby Dragon patron. You gain resistance to the damage from that attack or spell. Additionally, any hostile creature that hits you with a melee attack before the start of your next turn takes fire damage equal to your Charisma modifier.
Veil of Secrets
Illusion 2nd-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You shroud yourself in an ethereal veil of secrecy, making it difficult for others to perceive your true intentions and actions. For the duration, any creature that attempts to make an Insight check or a Wisdom (Perception) check to discern your motives or see through an illusion you create has disadvantage. Additionally, you have advantage on Deception checks.
Mote Infusion
Transmutation 2nd-level spell
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a mote within your possession or on your person, infusing it with your arcane energy. For the duration, the infused mote sheds bright light in a 10-foot radius and dim light for an additional 10 feet. While holding or wearing the infused mote, you gain darkvision with a range of 60 feet. Additionally, as a bonus action on each of your turns, you can cause the infused mote to emit a burst of light, forcing all creatures of your choice within 10 feet of it to make a Constitution saving throw or be blinded until the end of their next turn.
Level 3 Spells:
Mindrend
Enchantment 3rd-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You unleash a surge of psychic energy toward a creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 4d6 psychic damage and is stunned until the end of its next turn. On a successful save, the target takes half damage and isn't stunned.
________'s Tentacles
Conjuration 3rd-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You summon a writhing mass of shadowy tentacles that erupt from the ground at a point you can see within range. Each creature of your choice within a 20-foot radius centered on that point must succeed on a Dexterity saving throw or take 4d6 psychic damage and be restrained for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Temporal Echo
Divination 3rd-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You create a temporal duplicate of yourself that exists in the immediate past. While the spell is active, the duplicate mimics your actions, mirroring your movement and spellcasting. At the start of your turn, the duplicate dissipates, but its presence lingers in the timestream. Until the start of your next turn, whenever you make a weapon attack or cast a spell of 1st level or higher, you can roll a d4 and add the result as a bonus to the attack roll or the spell's saving throw DC.
Arcane Surge
Evocation 3rd-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the raw arcane power of _____'s motes, channeling it to enhance your spells and abilities. For the duration, whenever you deal damage with a spell, the damage increases by 1d6. Additionally, once during the spell's duration, when you make a spell attack or a saving throw, you can roll a d6 and add the result as a bonus to the attack roll or saving throw.
Level 4 Spells:
Temporal Rift
Conjuration 4th-level spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a rift in the fabric of time at a point you can see within range. The rift becomes a hazardous area that distorts time. Each creature that starts its turn or enters the rift for the first time on a turn must make a Dexterity saving throw. On a failed save, the creature takes 6d8 force damage and is restrained until the start of its next turn. On a successful save, the creature takes half damage and isn't restrained.
Gaetsys' Gaze
Divination 4th-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Your eyes become infused with the mystical power of Gaetsys, the Ruby Dragon. For the duration, you gain truesight with a range of 60 feet. Additionally, you can use your action on each of your turns to focus your gaze on a creature you can see within range. The target must succeed on a Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Necrotic Mote
Evocation 4th-level spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You unleash a mote infused with necrotic energy toward a creature or object you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 necrotic damage. Additionally, the target must make a Constitution saving throw. On a failed save, it takes an additional 2d6 necrotic damage at the start of each of its turns for the duration. On a successful save, the spell ends.
Mindwarp
Enchantment 4th-level spell
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You target the mind of a creature you can see within range, causing its thoughts to become muddled and chaotic. The target must make an Intelligence saving throw. On a failed save, the target takes 6d8 psychic damage and has disadvantage on Intelligence, Wisdom, and Charisma saving throws. It also has disadvantage on ability checks based on Intelligence, Wisdom, or Charisma. On a successful save, the target takes half damage and isn't affected by the other effects.
Level 5 Spells:
Temporal Distortion
Illusion 5th-level spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a field of temporal distortion at a point you can see within range. The area becomes warped, making it difficult for creatures to accurately perceive time. Each creature that starts its turn or enters the area for the first time on a turn must make a Wisdom saving throw. On a failed save, the creature is incapacitated until the start of its next turn. On a successful save, the creature takes 6d10 psychic damage.
Draconic Fury
Evocation 5th-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the immense power of Atsab's motes, transforming into a vessel of draconic fury. For the duration, your melee weapon attacks deal an additional 2d10 damage of a type of your choice: acid, cold, fire, lightning, or poison. Additionally, whenever you take damage from a creature within 10 feet of you, you can use your reaction to unleash a burst of energy. The creature must make a Dexterity saving throw, taking 6d8 damage of the chosen type on a failed save, or half as much on a successful one.
Eldritch Aberration
Transmutation 5th-level spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You undergo a horrifying transformation, manifesting eldritch features and gaining unearthly abilities. For the duration, you gain a flying speed of 60 feet, resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and advantage on saving throws against being frightened. Additionally, as a bonus action on each of your turns, you can make a tentacle attack against a creature within 10 feet of you. The attack deals 4d8 force damage and forces the target to make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you.
___' Rewind
Abjuration 5th-level spell
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You tap into the time-altering power of ___, causing time to rewind for a brief moment. Choose a point within range. All creatures and objects within a 30-foot radius centered on that point are affected by the spell. Time reverses for 6 seconds, undoing any damage or effects that occurred during that time. Hit points lost by creatures are restored, and conditions and magical effects are negated. However, any spell slots or limited-use abilities expended during that time are not regained.