High Elves who made a pact with The Fabulous One; a super-planar being that embodies the concept of aesthetics.

The Fabulous One opposes the forces of darkness and despair by infusing the world with beautiful things.

Name Description Jurisdiction Gemstone Device
Evallad Muranvear M, Gay, flamboyant, flirtatious but chaste. Enjoys being complimented. Dislikes alcohol. Hats Black Opal
Yumora Cavelastrus F, Lesbian, assertive and dominant, Enjoys eating spicy food. Dislikes people who don’t shake her hand. Jewellery Blue Sapphire
Maev Durah FTM, Gay, shy and small. Enjoys gambling. Dislikes waking up early. Robes Emerald
Rumi Gelfatori MTF, Hetero, candid and relaxed. Enjoys long walks along the beach. Dislikes Demons. Dresses Fire Opal
Nabron Sacareeqa Genderfuid, Gynosexual, always daydreaming. Likes second breakfast. Dislikes getting books for their birthday. Shoes Opal
Akeema Orestram F, Asexual. Laughs a lot. Likes giving gifts to people. Dislikes the concept of death. Armour Star Ruby
Damiax Pabdem M, Bisexual. Grumpy without coffee. Likes adrenaline rushes. Dislikes people who talk too much. Makeup Star Sapphire
Shoma Wralma Nonidentifying, Pansexual. approachable and airy. Likes gemstones and fresh bread. Dislikes the cold. Weapons Yellow Sapphire

Warlock subclass: The Fabulous One


You have made a pact with an entity that embodies the concept of beauty and aesthetics.

EXPANDED SPELL LIST

Spell Level Spells
1st Disguise Self, Colour Spray
2nd Alter Self, Enhance Ability
3rd Hypnotic Pattern, Crusader’s Mantle
4th Fabricate, Stoneskin
5th Creation, Seeming

BEAUTIFUL FORM

Starting at 1st level, your patron bestows upon you the ability to channel the essence of beauty itself. You gain advantage on all Persuasion, Deception and Performance checks and gain proficiency in them if you do not already have it.

DISARMING SMILE

Starting at 6th level, beauty becomes your armour. When a creature makes an attack roll against you, you can use your reaction to add your Charisma modifier to your AC and automatically succeed on Charisma saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

GRACEFUL MOVEMENT

Starting at 10th level, all of your actions become elegant and sublime. Your movement speed increases by 10 ft. You are immune to being grappled and any spell that would reduce your movement speed, and difficult terrain does not impose a penalty on your movement speed.

MARDI GRAS

Starting at 14th level, you can instantly become the centre of attention. As an action you can cause as many creatures as you choose within 60 ft of you to make a Charisma save against your warlock spell save DC. On a failed save, creatures are charmed by you and have disadvantage on attacks on other creatures for 1 minute or until your concentration is broken (as if you were concentrating on a spell). This effect ends early if an affected creature takes any damage.

You must finish a short or long rest before you can use this feature again.