The Sphinx

You have forged a pact with a sphinx, an ancient and wise creature whom holds uncountable secrets; often these creatures are guardians or keepers of ancient knowledge, secrets, or treasures. You may have gained this pact after delving into ancient ruins lost in a forgotten land or falling into an ancient pathway that lead to the sphinx's lair.

Some sphinxes gather many followers. Others bestow there blessings only to those they deem worthy to serve their will. Still, there are many sphinxes, and despite their similar nature, that have different methods. You might be a mortal it found clever and wise enough to bestow some speck of its arcane power or someone foolish enough to have struck a deal with the sphinx. Your sphinx patron might desire you collect more knowledge or wealth for its collection or spread its will in the world while it commits to other endeavours.    

Expanded Spell List

The Sphinx 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 identify, shield
2nd augury, phantasmal force
3rd clairvoyance, nondetection
4th divination, Mordenkainen's private sanctum
5th legend lore, teleportation circle

Sphinx's Tutelage

Starting at 1st level, your patron shared some of its extensive knowledge with you. You gain proficiency in one skill, tool, and language of your choice.

You may also add a bonus equal to your Charisma modifier to any Intelligence check you make.    

Unravel Reality

Additionally at 1st level, you can tap into the arcane powers of your patron to influence time and space by speaking a cryptic phrase infused with spatial energy. When a creature you can see within 60 feet makes an attack roll, ability check, or skill check you can use your reaction to influence the outcome. The creature takes 1d8 psychic damage and subtracts the number rolled from the attack roll, ability check, or skill check that triggered this reaction.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses when you finish a short or long rest.    

Cryptic Inquiry

At 6th level, you can use a beguiling riddle to distract and confuse your enemies. When a creature that can see and hear you within 60 feet makes an attack roll or casts a spell targeting you, you can use your reaction to force the creature to make an Intelligence saving throw against your spell save DC. On a failure, they become incapacitated until the end of their turn and fail to complete their attack or spell against you. On a success, the creature becomes immune to your riddles for the next 24 hours and completes their attack roll or spell cast against you. The creature is immune if it can’t hear you or if it’s immune to being charmed.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.    

Time Walk

Starting at 10th level, your patron grants you some of the temporal magic it uses to protect its lair. When you roll initiative and aren't surprised, choose a number of creatures you can see up to your Charisma modifier (minimum of 1). Those creatures can reroll initiative but must use the new result.    

Enigmatic Essence

Additionally at 10th level, your patron marks you with the essence of it's ancient soul, hardening your mind against any spells that attempt to infiltrate it and shrouding you in mystery. You gain the following benefits:

  • You gain advantage on saving throws against effects that attempt to affect your mind.

  • A small, permanent obscuring effect surrounds you. Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.

  • You gain resistance to psychic damage.
   

Temporal Displacement

At 14th level, you can fling creatures forward in time and are granted brief insight into the flow of time. As an action choose a creature you can see within 60 feet and displace them in time until the end of your next turn. During this time, they disappear from the space they were occupying and become incapacitated.

At the end of your next turn, the creature reappears in the space it left or in the nearest unoccupied space if that space is occupied. Upon its return, the creature must roll a Charisma saving throw against your spell save DC. On a failure they are flung back into the cosmic timestream until the end of your next turn. On a success the effect ends and they break free from the displacement. The affected creature will continue this loop until they succeed on the Charisma saving throw.

Each time the creature reappears your spell save DC decreases by one, increasing the creature's chance of rolling successfully to break the loop.   Once you use this feature, you can’t do so again until you finish a long rest.   Each time you use this feature you gain a Mark of the Sphinx. On the table below you can roll for a mark, or create your own unique marks. Once you gain 6 markings, your mind is temporarily flung forward in time and then returns to your body. Your DM reveals what you saw, the visions may or may not come to pass, and your existing marks vanish.

d6 Mark of the Sphinx
1 Your eyes are filled with arcane energy, holding wisdom of the ages.
2 Your hair, all over your body, becomes like the fur of a leopard, lion, or tiger.
3 Strange, small wings sprout from your head, neck, or the back of your waist.
4 Wherever you walk, you always track peculiar grain of desert sand behind you.
5 Cat ears replace your original ears.
6 Your skin and body look hazy, like looking at a mirage.
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