CC:Knowledge

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Playtest Material

This version of the warlock (v3.0) is currently being reviewed and it is subject to change before it’s final release.

Knowledge Sphere

Empowered by your Daedric Princes, warlocks beholden to the Knowledge sphere are gifted dark and forbidden secrets long forgotten.

This forbidden knowledge comes from a relic, often a tome, which will be referred to as a Black Book for this class’s features. While other warlocks have such trinkets, yours is far greater. In your hands, you can command runic power to protect, conjure or destroy.

d6 Discovery
1 A whisper came to you in while you slumbered. It spoke of power beyond your wildest dreams. You awoke to discover a tome at your bedside.
2 While exploring the forbidden section of a library, you stumbled upon an ancient, sealed tome. The moment your hand touched it, your mind was filled with incomprehensible knowledge and power.
3 As part of an exploratory research group, you discovered a long lost tome. Touching it, your vision faded to black, and you feel into a deep sleep. When you awoke, you were alone with no memory of what happened to your research group.
4 As you watched a dying love one whither away, a disembodied voice entered into your mind, whispering promises of knowledge that would save the one you love. As the voice vanished, a tome appeared by your side.
5 Leaving your village for the first time, you went out to strike fortune for yourself. Not long after you ran a fell of bandits. Left for dead, a vision came to you, offering you the power to destroy those who have wronged you. A tome appeared, and your life was spared. For the moment.
6 Rummaging through old books, you discover one unlike the others. It hummed with power, and upon opening it, secret, forbidden knowledge was yours to command.


Daedra of this sphere include Boethiah, Hermaeus Mora, Mephala, Nocturnal, Sheogorath, and Vaermina.

Knowledge Features
Level Feature
1st Herald of the Tome, Runeforms
6th Crux Arcana
10th Preserved Knowledge
14th Spell Mimicry

Herald of the Tome

1st-level Knowledge Sphere feature

You gain a powerful tome known as a ‘Black Book’. Within its pages are an indecipherable runic script that only you can comprehend. While the tome is on your person, and whenever you finish a short or long rest, you gain one of the following benefits as a whispers from tome shares its knowledge with you (choose one):

  • You can gain one skill or tool proficiency of your choice. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
  • You can gain one language of your choice that you can read, write, and speak. You lose this language when you use this feature to choose a different language that you lack.
  • You can gain one weapon or armor proficiency of your choice. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

If you lose your Black Book, you can perform a 1-hour ceremony to receive a replacement from your Daedric Prince. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

If you later gain the Pact of the Tome feature, you use can choose to gain two separate Black Books, or turning your Black Book gained from this feature into your Pact Boon.

Runeforms

1st-level Knowledge Sphere feature

Your tome grants you powerful rune magic. As if they were ripped from the very pages of the tome, these runes manifest in many ways. When you choose this Daedric sphere, you gain 1 rune form from of your choice:

  • Abyssal Impact. As an action, you conjure a rune before you, and push your hand through it. As you do so, a withering mass of tentacles shoots forth, and strikes your foes in front of you. Each creature in a 20-foot long, 5-foot wide line must make an Agility saving throw. A creature takes 3d4 bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Binding Rune. You conjure runes of power to surround a target you can see within 30 feet of you. The target must make a Strength saving throw. On a failed save, the target becomes restrained for the next minute. At the end of each of its turns, the target can repeat this save, ending the effect on a success.
  • Curative Runeform. You conjure a rune of restorative healing. As an action, you can heal one creature you can see within 60 feet of you. The target regains 3d4 hit points.
  • Runeblade. As an action, you manifest three glowing runes, and then launch them against a target you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 3d4 necrotic damage.
  • Rune Gate. You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
  • Runespite Ward. As a reaction to being hit by a melee attack, you can summon a rebuking ward of Daedric magic. The warding explodes, and the attacker must make a Agility saving throw or take 3d4 necrotic damage.
  • Runic Armor. You conjure mystical runes across your body to shield your from harm. For the next 8 hours, when you aren't wearing armor, your AC equals 13 + your Personality modifier.

Use can use this feature to produce any of the runeforms you know a number of times equal to your proficiency bonus. You regain all expend uses of this feature after you finish a long rest, or by expending 1 of your Crux points, which you gain later on in this class.

When you reach higher levels in this class, you learn one additional Runeform, and your Runeform dice increases by one size, as shown on the Runeform Power table below.

Runeform Power
Warlock Level Number of Runeforms Known Runeform Dice Size
1st 1 d4
6th 2 d6
10th 3 d8
14th 4 d10

Crux Arcana

6th-level Knowledge Sphere feature

Your runic mastery of your tome further expands its dreadful power. This newfound power comes in the form of Crux, which appears a glowing runes that are ripped from the pages of your tome that float around you.

You can store a maximum number of Crux equal to your Personality modifier (minimum of one). Whenever you finish a long rest, your number of Crux resets to one. Whenever you successfully cast a warlock spell of 1st-level or higher by expending magicka, you gain 1 Crux point. If you end a short rest with no Crux, you gain 1 Crux.

Once per turn when you deal damage to a creature or object with a warlock spell, you can spend 1 Crux to deal extra necrotic damage to that target. The extra damage equals half your warlock level.

Alternatively, you can spend 1 Crux point to add your Personality modifier to an Intelligence skill check you make as your Daedric Prince grants you briefly knowledge for the roll.

Preserved Knowledge

10th-level Knowledge Sphere feature

You learn to inscribe temporarily spells into your Black Book in order to cast them at a later date.

Your Black Book stores spells cast into it, holding them until the you use them. The Black Book can store up to 5 levels worth of spells at a time.

Any creature can cast a spell of 1st through 5th level into the Black Book by touching it as the spell is cast. The spell has no effect, other than to be stored in the Black Book, causing new glowing runes to form on its pages. If the Black Book can't hold the spell, the spell is expended without effect. The level used to cast the spell determines how much space it uses.

While holding your Black Book, you can cast any spell stored in it. The spell uses the spell level, spell save DC, spell attack bonus, and spellcasting attribute of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the Black Book is no longer stored in it, freeing up space.

Only you can cast these store spells that are contained within your Black Book. If your Black Book is destroyed, any stored spells are lost.

Spell Mimicry

14th-level Knowledge Sphere feature

You gain the ability to magically mimic the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to make a spellcasting attribute check to temporarily learn the spell. The DC equals the caster’s spell save DC. On a successful check, you gain the knowledge of the spell if it is at least 1st level and of a level you can cast (up to 5th level, nor it doesn't need to be a warlock spell). For the next 8 hours, the spell is inscribed into your Black Book and can cast it using your magicka.

Once you use this feature, you can't use it again until you finish a long rest.