# Warlock Patron - Halaster Blackcloak
Halaster Blackcloak first came to Mount Waterdeep, bringing with him seven apprentices.  However, Halaster has taken on many an apprentice both before then and since.  Though the tremors of the seven and the Mad Mage himself are still felt, Halaster is always open to taking on another willing victi-...teer.
## Halaster's "Apprentice"
Unlike the other apprentices before you, you seek not to learn from Halaster, steal his knowledge, copy his tricks, or partake in his secrets. Instead, your role to Halaster, is not about being an independent servant adding to his prestige and power, but in becoming a part of his power itself, basking in his great force of being, and his cacophonously deep flaws.  And while you are not truly certain if Halaster even intended this bond to be created--or is even aware it exists, all that is Halaster Blackcloak is slowly being revealed to you, whether you like it or not...
### Expanded Spell List
Being a warlock under Halaster Blackcloak 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.
##### Place of Power Expanded Spells
| Spell Level | Spells |
|:----:|:-------------|
| 1st  | *dissonant whispers, Tasha’s hideous laughter*  |
| 2nd  | *detect thoughts, phantasmal force* |
| 3rd | *clairvoyance, sending* |
| 4th | *dominate beast, Evard’s black tentacles* |
| 5th | *dominate person, telekinesis* |
### Interpreter's Perks
Starting at 1st level, your ability to communicate with and parse the depths of the mind that is Halaster Blackcloak's, gives you the ability to easily communicate with any other minds you encounter. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
### Minor Arcane Ward
At 6th level, you intrinsically understand how to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.
### A Magical Mind
Beginning at 10th level, periodic contact with Halaster's mind has taught you how to protect yourself against mind-affecting magic. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
### A Wild Ride
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the maddening experience that is just a portion of the Mad Mage's mind. The creature disappears and hurtles through extra-planar fabricated illusion of Halaster's fragmented psyche. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can’t use it again until you finish a long rest.