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WARLOCK

The Emissary

WARLOCK

Your patron can come from any plane of existence and wields unimaginable power. Your patron however is untrusting of mortals and cautious of granting even a fraction of their powers to these unpredictable beings. They still require the service of mortals to do their bidding on the material plane and instead of given powers directly they create and send an emissary.


The emissary acts as a bridge between you and your patron allowing them to more closely control you and your magic. The emissary is formed of pure magical energy molded by your patron into the appearance of a mortal creature of their choosing. This arrangement also allows the warlock to use the emissaries physical form as an extension of themselves. This bond does have its drawbacks if the emissary is destroyed so too is your connection to your patron where all of your magical powers dwell.


Expanded Spell List

The Emissary 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.

Emissary Expanded Spells

The Guide

Starting at 1st level you receive an emissary from your patron. This is a creature that either represents them or is in some way connected to your patron.  Your emissary can be a creature CR 1 or lower that is not a construct or humanoid and must be Small or smaller.  Work with your DM to determine what creature is right for your specific patron.

  • Your emissary counts a familiar for you and you gain all the benefits from it as if you had cast the find familiar spell.

  • Your emissary's Charisma score and proficiency bonus are replaced with your own and loses it's multiattack ability if it has it. Its maximum hit points is equal to half of your maximum hit points, and has a number of hit dice equal to half your warlock level (minimum 1).

  • If your emissary can cast spells, they cannot cast spells of a level higher than you highest pact level slot. If your emissary is capable of casting more than one spell in a day, it can only cast a total number of leveled spells each day equal to half your proficiency bonus.

  • If your emissary is not able to cast a cantrip or does not have a listed spell attack in their stat block, it learns one warlock cantrip that you know and learns a new cantrip you know each time you learn one.  Charisma is its spellcasting ability modifier.  The number of damage dice rolled or number of beams created (if casting the eldritch blast spell) is equal to yours minus 1 (to a minimum of 1).

 

If your emissary is killed or otherwise destroyed your connection to your patron is severed, and you are no longer able to cast warlock spells using pact spell slots until your connection is reestablished.  To reestablish a connection, you must spend 8 hours mediating and communing with your patron to bring forth a new copy of your emissary, which can be done over the course of a long rest.

If you choose the pact of the chain you may use your emissary in place of a familiar. Doing so allows you to reduce the time needed to reestablish a connection with your patron to 1 hour, which can be done over a short rest, and any invocations affecting your pact of the chain familiar would instead affect your emissary.

The First Step

At 1st level the emissary acts not only as a conduit for your magic but will actively distract and harass your enemies. Your emissary can use its reaction to give any creature within 5 feet of it advantage or disadvantage on its attack against a creature that is also within 5 feet of the emissary.

Your emissary can use this ability a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Magical Exploit

At 6th level you have learned how to more effectively harness the magic that makes up your emissary. Your emissary can cast any warlock spell that you know at your highest pact spell slot level, using Charisma for it's spellcasting ability.  Casting this spell does not count against the number of leveled spells your emissary can cast in a day.

Once your emissary has used this feature, they cannot use it again until they finish a long rest.

Energy Redirection

At 10th level your connection has become two-way allowing for energy to be redirected from your plane to your patrons. At the end of a long rest you may choose one of the following damage types: fire, lightning, necrotic, radiant, thunder, psychic, poison, acid, or cold. Your emissary gains resistance to that damage type till the end of the next long rest.

While any allied creature is within 5 feet of your emissary they also gain resistance to that damage type.

Final Breath

At 14th level your mastery of the emissary allows you to absorb and transfer energy from one being to another. When a hostile creature is reduced to 0 hit points or is otherwise destroyed within 10 feet of you or your emissary, you or your emissary may use their reaction to heal any other allied creature within 30 feet of itself by 4d8 + its Charisma modifier.

You and your emissary may use this ability a total number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

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