Warlock of The Amares

The Amares where once no more than High ranking Succubi and Incubi in the Nine Hells of Bator or The Abyss. However, over the years, one of them found the secrets to power, beyond any a Fiend could naturally possess, and second only the power of the Gods. Although most of these traitors where slain before the ritual was complete, what few of them that succeeded in the casting of it fleed to Pluton, the deepest layer of the Gray wastes of Hades. There they made their new home, took on the name of the Amare, and sought out Warlocks to do their bidding for them.

Your Patron is an Amare, a god or goddess among Fiends of Lustful nature, and a threat to ArchDevils and Demon Lords. You are gifted in many manners of manipulating the minds and hearts of the mortal world thanks to them, all they ask in return is sustinance of their power through your devious behavior. Promissing you rewards either in the form of material wealth and value, or in the form of Carnal, fleshbound pleasure.

Expanded Spell List

The Amare 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.

Amare Expanded Spell List

Spell Level Spells 1st Command, Disguise Self 2nd Calm Emotions, Silence 3rd Bestow Curse, Water Breathing 4th Dominate Person, Private Sanctum 5th Synaptic Static, Modify Memory

Silver Tongue

At 1st level, when you choose an Amare as a Patron, you are imbued with Charismatic charm that very few posses, whenever you roll a 3 or less on a Deception or Persuasion check, you can treat it as a roll of 4. Additionally, once per short or long rest, if you roll a 10, you can treat the roll as a roll of 15 for each of these skill checks.

Mesmer Evocations

Also at 1st level, You are blessed with Special mesmerising evocations that use Mesmer Dice.

Mesmer Evocations: You learn three evocations of your choice. Your evocations enhance your Charming effects in some way. You can use only one Evocation per Charm.

Mesmer Dice: You have four Mesmer dice, which are d6s. A Mesmer die is expended when you use it. You regain all of your expended Mesmer dice when you finish a short or long rest, You get an extra die at 6th, 10th, and 14th level.

The list of Mesmer Evocations are included at the end of this Subclass description.

Deviant Whispers

At 6th level, You can draw out a creature's most Taboo desires through a few well chosen words.

When in a conversation with another creature, you can preform a Charisma (Persuasion) check contested by their Wisdom (Insight) check. If they fail the check, your soothing and reassuring words convinces them to share their desires with you, that would normally be frowned upon by normal society, though they dont have to be descriptive about them if they dont feel comfortable sharing that much information, and they gain disadvantage on saving throws against your charm effects that take advantage of these dark desires. If they pass the check, they will brush off your question and continue the conversation as if nothing happened, becoming immune to this feature for 24 hours.

Additionally, you can spend 2 hour of chanting in a village, 3 in a town, 4 in a city, or 5 in a kingdom, to cast a Charming effect on it, that makes a form of taboo love of your choice, legal and normal for 24 hours. this feature can be used once per day and recharges at dawn.

Aura of Temptation

At 10th level, your body starts to express an aromatic scent that melts the minds and clouds the focus of those who smell it. any creature within 30 feet of you and have their sense of smell undisrupted by any way have disadvantage on saving throws against your Charming effects.

This feature does not work on Constructs, Undead, Plants, Oozez, or any creature who's sense of smell isnt fully functional.

At 14th Level, your scent becomes even more powerful, numbing their victims' pain receptors. Creatures You have charmed do not break free from your charm effects when they take damage from You.

Breaker of Free Will

At 14th level, you have achieved a mastery over the minds of the material plane, pulling strings and manipulating hearts.

Charming a creature once a day for a week with the same Charming Spell or feature will make the effects permanent. Additionally, You gain Temporary Hitpoints equal to your Charisma Modifier for every creature you have Charmed within 15 feet of you, and twice your Charisma Modifier for every Permanantly Charmed creature you have Charmed within 15 feet of you. Finally, your Damaging spells of 1st level and higher deal an additional 2d8 Psychic damage to targets who's Wisdom Modifier is less than your Charisma Modifier.