6th Level Patron Ability
Absorb Spell Energy – Beginning at 6th level you instinctively absorb a portion of energy from all spells that target you or include you in the area of effect to turn these energies to your own purposes.
If the spell requires a save that you successfully make, you gain resistance vs. spells (similar to the Paladin of Ancients Aura of Warding) for yourself alone (cutting any post-save effects the spell you suffer in half) and you absorb spell energy as listed below. If you fail the save, you do not get the spell resistance, but do absorb spell energy as listed below.
If the spell does not have a save (such as a ray) you instead make a spellcasting ability check (DC 15 + Slot of the Spell Used) to activate the spell resistance. Regardless of whether you gain the resistance, you absorb spell energy as listed below.
You absorb magical energy equal to ½ the spell slot of the spell cast at you (round down, minimum 1.) You can absorb spell energy equal to your Charisma modifier + ½ your Proficiency bonus (round down.) When you have absorbed spell energy equal to your Warlock spell slot level, you may expend that much energy to cast an additional spell without a short rest. This energy can NOT be converted for additional Mystic Arcanum spell slots until the ability improves at 14th level. If you absorb more slots than your limit, the extra energy harms you and bleeds off without being stored. For every 2 spell slots in excess of your limit, you suffer 1d6 Necrotic Damage. (So 1d6 for 1-2 slots, 2d6 for 3-4 slots, etc.) This damage is processed at the start of your turn, before you can act to use this excess energy. If you absorb 12 or more total spell slots in a single round, you could accidentally trigger an uncontrolled Eldritch Storm (see Level 10 ability below) unless you make a Constitution Save (DC your Spell Save.)
At 10th level, this ability improves, allowing you to take a full action to absorb spell energy from chargeable magic items on your person (regardless of whether you are currently attuned to the item or not.) You drain charges at a rate of 1 charge for 1 full spell level of energy and drain all the available charges from it, unless you are attuned to the object which allows you to know how many charges you are draining and can stop at will. If you drain an item completely in this fashion, the object DOES NOT run the chance of disintegrating that it would if you were using the wand’s final charge normally. Remember, unless you are attuned to the object, it cannot regenerate charges each day.
At 14th level, this ability improves one final time, increasing to allow you to hold energy equal to your Charisma modifier + your full proficiency bonus and you may expend your accumulated energy to recharge your Mystic Arcanum spell slots (but each slot may only be recharged once per Long Rest.) You may also perform a bonus action Arcana check to identify magical items another person is carrying and then perform a full action to attempt to drain the charges from a chargeable magic item held by another person by making a melee touch attack that uses your spellcasting modifier (DC the target’s unarmored AC.) As you are not attuned to the item you drain all available charges and the object has a 50% chance of disintegrating.
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