Base Class: Warlock
When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins’ pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a Nilbog (“goblin” spelled backward), and they revel in the fear that a Nilbog sow among the ranks of the bugbears and hobgoblins in the host.
Nilbog's aren't just a vengeful joke. unbeknownst to goblins and their masters the Nilbog spirits are part of a plan by the unnamed trickster. If a powerful booyagh is possessed by one or more spirits of the unnamed trickster a Nilbogeht is created. Nilbogeht's are powerful warlock's who can use illusions and enchantments to trick and control others. These spirits hope to reverse the fate of the trickster god and strike down Maglubiyet when the opportunity arises.
Expanded Spell List
you can 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.
Nilbogeht Expanded Spells
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Nilbog Knowledge
When you become nilbogeht you gain a vicious mockery cantrip and expertise in stealth.
Reversal of Fortune
Starting at 6th level, the nilbog spirit bestows upon you the ability to reverse fate around you. As a reaction, in response to another creature dealing damage to you, you reduce the damage to 0 and regains 1d6 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Reversal of Fortunes
Beginning at 10th level, you become more attuned to the Nilbog spirit you can use your Reversal of Fortune a number of times equal to your charisma modifier + 1(minimum of 2) per long rest.
Nilbogism
Starting at 14th level, as an action you can surround yourself with an aura of enchantment. For the next minute, any creature that attempts to damage you must make a Wisdom saving throw against your warlock spell save DC or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising you.
While this aura is active you can’t regain hit points, including through magical healing, except through your Reversal of Fortune reaction. While this aura is active you can use your reversal of fortune an unlimited number of times it still takes a reaction to use.
You must finish a long rest before you can use this feature again.
Previous Versions
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10/20/2018 9:16:51 PM
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2/8/2019 7:51:12 AM
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2/10/2019 12:08:50 AM
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2/16/2019 10:23:50 PM
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Posted May 25, 2019thanks for the advice. So far I haven't noticed it to be overly powerful. When compared to other 10th level abilities this is on par maybe slightly higher. If I used hit dice this would become much more powerful as you increase in levels but I want to to stay about the same level of strength as you level. This only negates a single source of damage per round. I have considered restricting it to damage types however (piercing, bludgeoning, slashing for example)
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Posted May 23, 2019I like this idea a lot, but I wonder about the 10th level skill... it seems extremely powerful to be able to guarantee one complete negation of damage once per round for potentially 6 rounds. Maybe it should also consume a spell slot? I don't have a lot of experience with homebrewing content so I'm not sure what would be a good balance, but this seems like an ability that could make a lot of interesting battles feel trivial and easy.
Edit: Actually I just rewatched one of Zee Bashew's videos about resting and hit dice, and I think it would be pretty cool if this ability cost a hit die to use. I don't know how balanced that would actually be lol but it would be nice to have some extra uses for hit dice, and this seems like a logical way to apply them.