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Warlock Syphon
Instead of getting a patron to grant them magic some have found ways of syphoning magic from creatures or other magic items. This continual theft of magic makes them fugitives from victims who are inherently more powerful. As a result the Syphons are quite often paranoid seeking ways to see the unseen to not be caught off guard, prevent damage, fight back, escape as far away as the can, hide from magic, and recover quickly incase they failed in every other account. If they are Syphoning from an non-sentient source like a powerful enchanted item they will strive to hide it where it can never be found until they have drained it dry.
Features
1st Expanded Spell List, Bonus Cantrip, Unoffered Magic
6th Magic Meddling
10th Faded Arcanum
14th Syphoned life
Expanded Spells
The Syphon 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.
1st Absorb Elements, Feather Fall
2nd See Invisible, Scorching Ray
3rd Glyph of Warding, Nondetection
4th Mordenkainen’s Private Sanctum, Leomund’s Secret Chest
5th Hallow, Teleportation Circle
Bonus Cantrips
At 1st level, you learn the Produce Flame cantrip. It counts as warlock cantrip for you, but it doesn’t count against your number of cantrips known.
Unoffered magic
Instead of making a pact with a being you have found a way to Syphon power magical entity or item that either unaware or indifferent or currently unable to do anything about it. As a result you don't get Pact magic slots as other warlocks do and instead drain as stream of power in the form of Arcanum points to replenish your power to generate magic needed to create your spells. At the end of each short rest your Arcanum points are draw from your magical source and refill to the limit listed below. You may then cast Warlock spells directly with Arcanum points purchasing them as described below however they can not be used to buy spells of other classes when mulit-classing.
SPELL POINTS PER LEVEL AND HIGHEST CASTABLE SPELL SLOT
Character lvl 1 (Highest spell is lvl 1): 2 points
Character lvl 2 (Highest spell is lvl 1): 4 points
Character lvl 3-4 (Highest spell is lvl 2): 6 points
Character lvl 5-6 (Highest spell is lvl 3): 10 points
Character lvl 7-8 (Highest spell is lvl 4): 12 points
Character lvl 9-10 (Highest spell is lvl 5): 14 points
Character lvl 11-12 (Highest spell is lvl 5): 21 points
Character lvl 13-14 (Highest spell is lvl 5): 23 points
Character lvl 15-16 (Highest spell is lvl 5): 25 points
Character lvl 17-20 (Highest spell is lvl 5): 28 points
SPELL COST
lst level spell = 2 sorcery points
2nd level spell = 3 sorcery points
3rd level spell = 5 sorcery points
4th level spell = 6 sorcery points
5th level spell = 7 sorcery points
Magic Meddling
Starting at 6th level, you have learned to adapt spells slightly to your will. As a result you gain the Distant Spell and Subtle Spell meta magics which you may only apply one to each spell you cast spending your Arcanum points as an equivalent replacement for the sorcerery point requirement. You also gain the Blade Ward cantrip and spend 3 Arcanum points to it as a bonus action. Blade Ward is a warlock cantrip for you and does not count against your spells known. If you already know blade ward you pick another cantrip of your choice from the warlock spell list.
Flexible Arcanum
Syphoned Life
Starting at 14th level, You have become proficient enough in the Syphoning of your magic that you are able to use the energies to fulfill your necessities making it even hard to find you or stop your theft of magic. You no longer need to breath, eat, or sleep making you immune to suffocation damage and can not be put to sleep by any means even magical against your will though you still need 8 hours for a long rest which can be a light activity such as reading or standing watch. Additionally you are able to use some of this energy to regenerate as a result you no longer age, can't be aged even by magical means you regenerate 1 hit dice and reduce your fatigue level by 1 to a minimum of 0 at the end of any short rest.
Edit: Second update with some changes based on feedback.
Instead of getting a patron to grant them magic some have found ways of syphoning magic from creatures or other magic items. This continual theft of magic makes them fugitives from victims who are inherently more powerful. As a result the Syphons are quite often paranoid seeking ways to see the unseen to not be caught off guard, prevent damage, fight back, escape as far away as the can, hide from magic, and recover quickly incase they failed in every other account. If they are Syphoning from an non-sentient source like a powerful enchanted item they will strive to hide it where it can never be found until they have drained it dry.
Features
1st Expanded Spell List, Bonus Cantrip, Unoffered Magic
6th Magic Meddling
10th Faded Arcanum
14th Syphoned life
Expanded Spells
The Syphon 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.
1st Absorb Elements, Feather Fall
2nd See Invisible, Scorching Ray
3rd Glyph of Warding, Nondetection
4th Mordenkainen’s Private Sanctum, Leomund’s Secret Chest
5th Hallow, Teleportation Circle
Bonus Cantrips
At 1st level, you learn the Produce Flame cantrip. It counts as warlock cantrip for you, but it doesn’t count against your number of cantrips known.
Unoffered magic
Instead of making a pact with a being you have found a way to Syphon power magical entity or item that either unaware or indifferent or currently unable to do anything about it. As a result you don't get Pact magic slots as other warlocks do and instead drain as stream of power in the form of Arcanum points to replenish your power to generate magic needed to create your spells. At the end of each short rest your Arcanum points are draw from your magical source and refill to the limit listed below. You may then cast Warlock spells directly with Arcanum points purchasing them as described below however they can not be used to buy spells of other classes when mulit-classing.
SPELL POINTS PER LEVEL AND HIGHEST CASTABLE SPELL SLOT
Character lvl 1 (Highest spell is lvl 1): 2 points
Character lvl 2 (Highest spell is lvl 1): 4 points
Character lvl 3-4 (Highest spell is lvl 2): 6 points
Character lvl 5-6 (Highest spell is lvl 3): 10 points
Character lvl 7-8 (Highest spell is lvl 4): 12 points
Character lvl 9-10 (Highest spell is lvl 5): 14 points
Character lvl 11-12 (Highest spell is lvl 5): 21 points
Character lvl 13-14 (Highest spell is lvl 5): 23 points
Character lvl 15-16 (Highest spell is lvl 5): 25 points
Character lvl 17-20 (Highest spell is lvl 5): 28 points
SPELL COST
lst level spell = 2 sorcery points
2nd level spell = 3 sorcery points
3rd level spell = 5 sorcery points
4th level spell = 6 sorcery points
5th level spell = 7 sorcery points
Magic Meddling
Starting at 6th level, you have learned to adapt spells slightly to your will. As a result you gain the Distant Spell and Subtle Spell meta magics which you may only apply one to each spell you cast spending your Arcanum points as an equivalent replacement for the sorcerery point requirement. You also gain the Blade Ward cantrip and spend 3 Arcanum points to it as a bonus action. Blade Ward is a warlock cantrip for you and does not count against your spells known. If you already know blade ward you pick another cantrip of your choice from the warlock spell list.
Flexible Arcanum
Starting at 10th level, You also gain one Mystic Arcanum for a 5th level spell. On tip of that your Mystic Arcanum have are more flexible than the average warlock. You may cast spells you know using Mystic Arcanum for any spell you know or any Mystic Arcanum you know that is lower that the level of the spell you chose for the Mystic Arcanum as if cast using equivalent level spell slot.
Syphoned Life
Starting at 14th level, You have become proficient enough in the Syphoning of your magic that you are able to use the energies to fulfill your necessities making it even hard to find you or stop your theft of magic. You no longer need to breath, eat, or sleep making you immune to suffocation damage and can not be put to sleep by any means even magical against your will though you still need 8 hours for a long rest which can be a light activity such as reading or standing watch. Additionally you are able to use some of this energy to regenerate as a result you no longer age, can't be aged even by magical means you regenerate 1 hit dice and reduce your fatigue level by 1 to a minimum of 0 at the end of any short rest.
Edit: Second update with some changes based on feedback.
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