Base Class: Warlock
You enter a contract with a being made out of the fears and traumas that plague mortal minds becoming able to bind the phisical manifestations of this emotions.
Warlocks that have entered a contract with the dread can summon powerful familiars to fight for them, but these familairs are no more than fears made by the mind of their targets and as such they can never truly kill the enemy leaving it up for their master to land the finishing blow.
Expanded Spell List
Expanded Spell list
1st Shield and Dissonant Whispers
2nd Dragons Breath and Pahtasmal Force
3rd Conjure Barrage and Phantom Steed
4th Black Tentacles and Phantasm Killer
5th Conjure Volley and Steel Wind Strike
The Master
Starting as 1st level, your pact grants you the ability to form contracts with otherworldly horrors that will inhabit as part of your mind and soul, you can later summon this familiars into battle calling them forth to fight in your behalf.
Familiars are powerful mental spirits you can control and command, while powerful they are only representations of the fears of the mortal mind and as such they can never kill someone. You can summon one of your creatures as a bonus action commanding them forward and making them appear in an unoccupied space within 30ft. They act during your turn and can't take actions or reactions unless instructed to do so.
-Your summons can only exists within 120ft of you if they go outside this range they immediately dematerialize and return to your body until summoned again.
-Summons can only exists for a duration of up to one hour after witch they run out of energy and return to your body.
-All damage dealt by one of your summons is considered to be non lethal, if the damage would take the creature bellow 1 hit-point it instead brings it down to 1 and stuns them until the end of their next turn, at beginning of their turn they can make a constitution saving throw against your spell save DC to remove the stun.
-When killed your familiars return to your body and must be summoned again.
-You can summon a familiars a number of times equal to your proficiency bonus, you regain all uses at the end of a long rest.
Your summons are intelligent and are able to move and position themselves to follow your will without issue but they can't take any actions unless instructed to do so. As an action you can command one of your summons, these commands take action immediately unless told to prepare for something. (using the prepared actions rules)
The horrors
You enter a contract with Demonic familiars, these creatures act more like parasites feeding off your fear than true allies, while under the contract the demons will do their best to keep you alive and will follow your commands to the best of their abilities.
You can only have one of your familiars active at the same time.
Starting at 5th level any Eldritch invocations from the warlock extend to the familiars (AE devil sight, eyes of the rune keeper ETC)
-The Crow. Crows are the physical manifestation of the warlocks self doubt and depression, they represent the voice in your head telling you that you will never be good enough and act as such, they will constantly tell the warlock to run away and that he is too weak to win this fight. In reality the Crows are quite fearful and if their Master were to ever actually run away they would panic. Despite this Crows will always try to stay in the good graces of their Warlock.
Magical Attacks. The Crows attacks are counted as magical for the purpose of overcoming resistances and immunities.
Energy Bolts. Ranged Weapon Attack: +(DEX MOD+PROF Bonus) to hit, reach 80/320 ft., one target. Hit: (1d10 + DEX MOD) (The number of Bolts fired increase based on your warlock level. 2 at 5th, 3 at 11th.)
-The Shadow. Shadows are the physical manifestations of the warlocks fear of death and injury, these creatures act as faithful guardians to their warlock, shadows always stay near and ensure the safety of the warlock, while they aren't as intelligent as Crows they make up for it in resiliency.
Magical Attacks. The Crows attacks are counted as magical for the purpose of overcoming resistances and immunities.
Avoidance. If the Shadow is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Lashing limbs. Melee Weapon Attack: +(STR MOD+PROF Bonus) to hit, reach 15 ft., one target. Hit: (1d8 + STR MOD) (The number of attacks made increase based on your warlock level. 2 at 5th, 3 at 11th.)
Remnants of pain
As you spend more time with your Demons you learn to bond with them, you gain a new understanding for their nature and learn to draw more of their power from within them.
Starting at 6th level, You learn to draw more power from you summons allowing them to gain new powerful abilities.
-Crow gains the ability to charge his attacks with magical energy. When using Energy bolts crow deals an additional D6 force damage, the number of D6s is equal to half of your proficiency bonus(rounded up)
-Shadow gains a new action, grappling tentacles: when performing this action Shadow can make a melee weapon attack against a large or smaller creature if the attack hits the target instead of dealing any damage it grapples them, while grappled this way they are restrained and they must use their action to attempt to escape the grapple.(DC=to your spell save DC)
Additionally you gain new abilities based on your pact boon.
-Pact of the blade: When using a finesse weapon that doesn't have the range property as your pact weapon you can use your charisma for the attack and damage rolls instead of your dexterity. Additionally when performing the attack action you can teleport up to 15ft in the direction of the target.
-Pact of the Chain: Your Demons can become the target for any eldritch invocation that requires your familiar, additionally they no longer have a limit is the distance they can be away from their summoner or in duration for how long they can be summoned.
-Pact of the Tome: Your Demons gain new attacks that they can unleash to turn the tide of battle. Once you use one of these attacks, you can't do so again until you finish a short or long rest, unless you expend one of your pact magic spell slots to use this feature again.
Crow: Crow gains the Lightning call ability. A bright streak originates on a point you choose within 120ft that Crow can see, the streak then blossoms with a low roar into a explosion of lightning. Each creature in a 20-foot-tall 15 foot wide cylinder centered on that point must make a Dexterity saving throw. A target takes 1+(your proficiency bonus [rounded up])D10 lightning damage on a failed save and is stunned until the end of your next turn, a creature that fails the save by 5 or more is also paralyzed for the duration, on a successful save the creature takes half as much damage and it isn't paralyzed.
Shadow: Shadow gains the Flailing limbs ability: As an action Shadow doubles his movement speed and then moves up to its speed and targets each creature within 5 feet of it during its movement(each creature can only be targeted once. Each target must succeed on a Constitution saving throw or take 1+(your proficiency bonus [rounded up])D10 necrotic and be knocked prone on a failed save, on a successful save the creature takes half as much. Shadow is healed for half of the necrotic damage dealt.
-Pact of the Talisman: Your talisman becomes a conduit for the demonic energy of your summons, As a reaction you can spend one of the uses of your talisman features to have your summon vanish away into smoke and ambers, immediately after you will send out a shockwave around you as if using the Thunderwave spell, before your summon reappears in an unoccupied space within 5ft of you. Additionally, while another creature is wearing the talisman, your summons can shield them from danger, while your summon is within 10ft of the creature wearing your talisman, if a creature attempts to target it with an attack or spell it must make a wisdom saving throw, on a failed save the creature must select your summon as the new target or lose the attack or spell. This feature doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
Take heart in darkness
Starting at 10th level you learn to embrace the burden your summons place upon your mind the fear and self hatred they bring is now part of you instead of something you must bear and suffer trough, thanks to this you learn to gather the very life force that your summons feed from.
-Dark Essence: You gain a pool of D6s equal to half of your warlock level. You regain one of these D6s whenever you reduce a creature to 0 hit points or whenever you finish a long rest. You can spend your Dark Essence dice to use one of these features.
-Healing darkness: As a bonus action, you can touch a creature and spend any number of D6s from your pool. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. This ability has no effect on undead or constructs.
-Mark of darkness: As a bonus action, you can curse one creature you can see within 60 feet of you, spending dice from the pool. The maximum dice that can be selected is equal to your charisma modifier. The next time that creature takes damage Roll the dice you spend, add them together, and deal necrotic damage equal to the total.
The Nightmare
Starting at 14th level, your connection with the Dread becomes stronger allowing you to bring into reality one of the strongest Demons under its command. Known as Nightmares these Demons are the physical manifestations of panic and anxiety taking form and rampaging on the battlefield. You can only summon Nightmare once peer long rest.
-The Nightmare: As an action, you can channel your magical energy placing your own body into a state of unconsciousness and summoning Nightmare in an unoccupied space within 15ft of you. Nightmare takes turns in initiative immediately after you and can only be controlled while you remain unconscious. Nightmare can remain on the material plane for 1 minute
-Dreadful Guardian: The first time you are knocked unconscious instead of rolling death saves you are automatically stabilized, you gain a number of Temporary Hit Points equal to your warlock level times 3 and Nightmare is summoned in an unoccupied space within 15ft of you. Nightmare takes turns in initiative immediately after you and can only be controlled while you remain unconscious.
Awakening to terror: If you regain consciousness while Nightmare is active you lose control over the Demon and it goes on a rampage attacking all creatures other than you for it's remaining duration, as an action on each of your turns you can make a charisma saving throw against your spell save DC to try and regain control of Nightmare, on a successful save you can control Nightmare for 1+1D4 rounds before it vanishes returning to your body.
Multiattack. The Nightmare uses it's frightful presence and makes three attacks: one with its bite and two with its claws.
Frightful Presence. Each creature that is within 120 feet of the Nightmare and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Nightmares Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +(6+proficiency bonus) to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +(6+proficiency bonus) to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Petrifying Breath (Recharge 5–6). Nightmare exhales fire in a 30-foot cone. Each creature in that area must make a constitution saving throw(against your spell save DC), taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/6/2023 3:28:01 AM
|
56
|
1
|
--
|
Coming Soon
|
Comments