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Warlock Patron - The Weird Sisters
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<blockquote data-quote="Machiknight" data-source="post: 7229027" data-attributes="member: 6806314"><p>**Otherworldly Patron**</p><p></p><p></p><p>**The Weird Sisters**</p><p></p><p></p><p>You have become a chosen agent of The Weird Sisters, beings who as a triumvirate can control the thread of mortal lives. The Spinner, who can decide which mortals get to be born. The Measurer, who can determine a mortal’s destiny and the length of their life. The Cutter, who can choose a mortal’s death, and cuts the cord to their mortal thread. Known as the Fates, The Parcae, The Moirai, The Norns, or even just The Witches. The Weird Sisters motivations are often capricious and controlling, as unyielding as the ultimate truth of life itself, that it must come to an end eventually. </p><p></p><p></p><p></p><p></p><p>**Expanded Spell List**</p><p></p><p></p><p>The Weird Sisters let 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.</p><p></p><p></p><p></p><p></p><p>**Spell Level**</p><p></p><p></p><p>1st:</p><p>Ray of Sickness, Tasha’s Hideous Laughter</p><p></p><p></p><p>2nd:</p><p>Blindness/Deafness, Phantasmal Force</p><p></p><p></p><p>3rd:</p><p>Bestow Curse, Slow</p><p></p><p></p><p>4th:</p><p>Confusion, Locate Creature</p><p></p><p></p><p>5th:</p><p>Modify Memory, Geas</p><p></p><p></p><p>**Spin the Thread**</p><p></p><p></p><p>Starting at 1st level, you have advantage on initiative checks. You may grant this advantage to an ally before combat begins. Additionally, you gain proficiency in Intelligence (History) checks.</p><p></p><p></p><p>**Double Double Toil and Trouble**</p><p></p><p></p><p>Starting at 6th level, you can cast the spell Bestow Curse as a ritual, provided you have a piece of the target, a hair, skin, etc. The target must be on the same plane of existence as you. All other rules about the spell still apply. When you cast this spell in this way, the duration is 1 day, and goes up by an additional day each level. Once you use this feature, you can’t use it again until you finish a long rest. Additionally you gain proficiency in Alchemist's tools.</p><p></p><p></p><p>**Measure the Thread**</p><p></p><p></p><p>Starting at 10th level, when you finish a short or long rest, you may gain proficiency in a skill of your choice, you also gain advantage on your first use of that skill after applying this. You may grant this to another target instead of yourself. </p><p></p><p></p><p>**Cut the Thread**</p><p></p><p></p><p>Starting at 14th level, you may target a creature within 30ft of you and force it to make a Con save equal to your Warlock Spell save DC. On a failed save the target becomes blinded, deafened, and turns invisible for 1 minute or until your concentration is broken (as if you are concentrating on a spell). The effect ends early if the target takes any damage, or is able to successfully make an attack against another creature. </p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p></p><p>**Evil Eye**</p><p></p><p></p><p>Necromancy cantrip</p><p></p><p></p><p>Casting Time: 1 action</p><p></p><p></p><p>Range: 60 feet</p><p></p><p></p><p>Components: S</p><p></p><p></p><p>Duration: 1 round</p><p></p><p></p><p>You channel the power of the “Weird” through you into a horrifying look. A target within line of sight, that can see, must succeed on a Wisdom saving throw or it must roll 1d4 and subtract that from it’s next saving throw, or 1 minute whichever occurs first. The target must also succeed at an additional Wisdom save in order use it’s reaction. These effects are negated if the target breaks line of sight. </p><p></p><p></p><p>**Evil Eye Invocations**</p><p></p><p></p><p>**Clotho’s Eye**</p><p></p><p></p><p>Prerequisite: Evil Eye Cantrip</p><p></p><p></p><p>Your Evil Eye cantrip now reduces your target's speed by 10.</p><p></p><p></p><p>**Lachesis Eye**</p><p></p><p></p><p>Prerequisite: Evil Eye Cantrip</p><p></p><p></p><p>Your Evil Eye causes your target to make an additional Wisdom save if they attempt to target you with a spell or attack. Failure to save means they must target anything but you. </p><p></p><p></p><p>**Atropos Eye**</p><p></p><p></p><p>Prerequisite: Evil Eye Cantrip, Lachesis Eye Invocation, Clotho’s Eye Invocation</p><p></p><p></p><p>Your Evil Eye now inflicts 2d6 Psychic damage upon a failed save, in addition to the other effects. This spell's damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6).</p></blockquote><p></p>
[QUOTE="Machiknight, post: 7229027, member: 6806314"] **Otherworldly Patron** **The Weird Sisters** You have become a chosen agent of The Weird Sisters, beings who as a triumvirate can control the thread of mortal lives. The Spinner, who can decide which mortals get to be born. The Measurer, who can determine a mortal’s destiny and the length of their life. The Cutter, who can choose a mortal’s death, and cuts the cord to their mortal thread. Known as the Fates, The Parcae, The Moirai, The Norns, or even just The Witches. The Weird Sisters motivations are often capricious and controlling, as unyielding as the ultimate truth of life itself, that it must come to an end eventually. **Expanded Spell List** The Weird Sisters let 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** 1st: Ray of Sickness, Tasha’s Hideous Laughter 2nd: Blindness/Deafness, Phantasmal Force 3rd: Bestow Curse, Slow 4th: Confusion, Locate Creature 5th: Modify Memory, Geas **Spin the Thread** Starting at 1st level, you have advantage on initiative checks. You may grant this advantage to an ally before combat begins. Additionally, you gain proficiency in Intelligence (History) checks. **Double Double Toil and Trouble** Starting at 6th level, you can cast the spell Bestow Curse as a ritual, provided you have a piece of the target, a hair, skin, etc. The target must be on the same plane of existence as you. All other rules about the spell still apply. When you cast this spell in this way, the duration is 1 day, and goes up by an additional day each level. Once you use this feature, you can’t use it again until you finish a long rest. Additionally you gain proficiency in Alchemist's tools. **Measure the Thread** Starting at 10th level, when you finish a short or long rest, you may gain proficiency in a skill of your choice, you also gain advantage on your first use of that skill after applying this. You may grant this to another target instead of yourself. **Cut the Thread** Starting at 14th level, you may target a creature within 30ft of you and force it to make a Con save equal to your Warlock Spell save DC. On a failed save the target becomes blinded, deafened, and turns invisible for 1 minute or until your concentration is broken (as if you are concentrating on a spell). The effect ends early if the target takes any damage, or is able to successfully make an attack against another creature. Once you use this feature, you can’t use it again until you finish a short or long rest. **Evil Eye** Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: S Duration: 1 round You channel the power of the “Weird” through you into a horrifying look. A target within line of sight, that can see, must succeed on a Wisdom saving throw or it must roll 1d4 and subtract that from it’s next saving throw, or 1 minute whichever occurs first. The target must also succeed at an additional Wisdom save in order use it’s reaction. These effects are negated if the target breaks line of sight. **Evil Eye Invocations** **Clotho’s Eye** Prerequisite: Evil Eye Cantrip Your Evil Eye cantrip now reduces your target's speed by 10. **Lachesis Eye** Prerequisite: Evil Eye Cantrip Your Evil Eye causes your target to make an additional Wisdom save if they attempt to target you with a spell or attack. Failure to save means they must target anything but you. **Atropos Eye** Prerequisite: Evil Eye Cantrip, Lachesis Eye Invocation, Clotho’s Eye Invocation Your Evil Eye now inflicts 2d6 Psychic damage upon a failed save, in addition to the other effects. This spell's damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6). [/QUOTE]
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