Machinist
Machinist
Bombardier
Bombardier
Tranquil Master
Tranquil Master
Quickstepper
Quickstepper
Ghostly Soul
Ghostly Soul
Bruiser
Bruiser
Pact of the Cauldron
Pact of the Cauldron
Aware of your knack for divination, your patron bestows on you a mystical cauldron. As an action, you can summon a cauldron, which appears in an unoccupied square adjacent to you. If there is no such square, it can’t be summoned. The cauldron is Medium and can contain a Medium creature if it squeezes. The cauldron is always filled with a mist-like substance, which you can use a bonus action to order to heat up, allowing you to cook with it as though it were water, although the mist itself doesn’t provide any sustenance and can’t be used to inflict damage. You may dismiss this cauldron without using an action, though anything that was inside it remains behind unless otherwise stated.
While summoned, this cauldron provides you with several benefits:
- You can use your cauldron as a spellcasting focus for your warlock spells.
- You learn one cantrip of your choice from the Divination, Enchantment, or Illusion school. It is considered a warlock spell for you and does not count against your number of cantrips known.
- While your cauldron is within 5 feet of you, you can cast any warlock spell you know as a ritual if it has the ritual tag.
- You can use your cauldron in place of reasonable artisan’s tools, such as an alchemist’s kit or a brewer’s kit. This does not grant you proficiency with such kits.
The cauldron has an AC of 10 and hit points equal to 10 × your proficiency bonus. It is destroyed if its hit points are reduced to 0. Your cauldron regains hit points equal to 1d10 × your proficiency bonus at the end of a long rest. If it is destroyed, you can’t use any spells granted by it or by eldritch invocations with this pact as a prerequisite until you replace it. You can perform a 1 hour ceremony to receive a replacement from your patron. The cauldron and any of its contents are collected by your patron when you die.
Pact of the Censer
Pact of the Censer
Approving of your desire to obfuscate and deceive, your patron has granted you a magical censer. As a bonus action, you can summon a Tiny censer; it appears in your hand or hanging from your clothing. This censer is destroyed if you use this feature to create another censer. You can also dismiss this censer without an action. The censer will burn any magical or mundane incense placed in it, but otherwise you can use a bonus action while holding it to cause it to produce smoke as a mundane censer, lightly obscuring your space for 1 round. Any effects that cause the censer to spread smoke do not increase the area of effect for anything burning within it. Anything burning within the censer moves with it when you dismiss the censer, and it is left behind in the censer is destroyed.
As a bonus action, or as part of the bonus action used to create the censer, you can order the censer to fly to an unoccupied space you can see. The censer has a fly speed of a number of feet equal to 10 × your proficiency bonus and can’t be commanded or used for any abilities if it is ever more than 60 feet away from you or if you can’t see it (though you do not need to see it for the entire duration of the effect, just to initiate it or give further direction).
You can cast spells with a target of Self and an area of effect that centers on you (such as burning hands , color spray , or antilife shell ) as though you occupied its square. This does not apply to spells that require a body, such as gaze attacks or spitting, such as with cobra’s spit.
Your censer has an Armor Class equal to 8 + your proficiency bonus + your spellcasting ability modifier and a number of hit points equal to your warlock level. It is destroyed if its hit points are reduced to 0. If you lose your censer, you can perform a 1 hour ritual to receive a replacement. This ceremony destroys the previous censer. If your censer is dismissed or destroyed, any spell or effect that it grants ends. You can only use one eldritch invocation or secret of arcana that utilizes your censer at a time. Using a second feature ends the first. The censer and any of its contents are collected by your patron when you die.
Lexican
Lexican
Whether they stumbled upon the demiplane by accident as a child or were born among the towering shelves, Lexicans are those who have been brought up within the interplanar Labyrinthe Library. Nearly as unmoored from reality as the library itself, the very being of such humanoids interacts strangely with the Material Plane.
Lexican adventurers have many reasons for leaving the Library. Some become enamored with tales of danger and glory and, either knowingly or not, pursue these interests onto the Material Plane. Some have attempted to returned an errant visitor to their original plane and become trapped themselves, while others choose to venture forth for the good of the Library itself. A few merely made a wrong turn or read too deeply into the wrong book and found themselves somewhere else entirely. Regardless of their circumstances, many Lexicans are sure they’ve never left and are merely reading a particularly gripping tale. Not that this makes them foolish—even one’s imagination can be hazardous within the Library.
Characters raised in the Lexican culture share a variety of traits in common with one another.
Food for Thought. You can sustain yourself on knowledge alone. In place of consuming Supply , you can read a book you have never read before over the course of a short or long rest . A book generally contains enough original content to provide the equivalent of Supply for a number of days equal to 1/5 its gold value and must be read each day to gain the benefits of eating. You may not gain this benefit from spellbooks or from books that are also magic items. This does not affect your ability to eat or gain sustenance from mundane Supply.
Impossible Pathways. You can easily navigate paradoxical paths. You gain a climb speed equal to your speed. In addition, starting at 5th level, you can cast spider climb on yourself once per long rest . While you are in a library or similar place of learning, this effect does not require concentration and lasts until you leave the library or choose to end it, whichever comes first. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Orbis Tertius. The world you call home exists at the nexus of several others. You gain an expertise die on checks to recall information about other planes of existence, as well as on checks to locate and interact with gateways between planes.
Widely Read. You have read so much you couldn’t possibly keep it all in your head at once. At the end of each long rest , roll a number of d6s equal to your proficiency bonus and compare the results to the following table. For each result you rolled, you gain one speciality of your choice in the associated skill until the end of your next long rest. If you roll the same result twice, pick a different speciality in that skill.
D6 | Skill |
1 | Arcana |
2 | Culture |
3 |
Engineering |
4 |
History |
5 |
Nature |
6 |
Religion |
Languages. You can speak, read, write, and sign Common and one other language of your choice. You can read an additional three languages of your choice.