Warlock
Base Class: Warlock

[This is my first attempt at creating any kind of homebrew content, so I am most likely very bad at things like balancing. I am looking for feedback and criticism on matters such as balancing and concept. There are also a few "To Be Determined (TBD)" sections of the subclass that I have not gotten around to filling in. With elements such as spells I am looking for suggestions of things to add. I am also looking for suggestions on more ways to utilize the assimilation dice at earlier and later levels. For any personal questions or feedback, I can be contacted on Discord: @Skwid#7400.]


[This subclass is currently only a first draft and will be updated and improved in the future.]

 

Few warlocks seek to form a pact with the Whispers, instead the Whispers will search for them. One morning they'll awake with a voice inside their head offering courses of action and answers to decisions. Over time one voice will become two, two becomes three, and eventually it will become hard for the warlock to distinguish their own thoughts from the Whispers'. The voices will overwhelm the warlock stating hundreds of different conflicting thoughts, flooding the mind. Until one day all of the voices state one single desire, as if united as one booming voice they give you one word, "Assimilate."

 

The warlock's power comes from their ability to control and listen to the voices and thoughts in their head. The Whispers' only ambition in forming the pact is to expand the entourage of voices through assimilation. Unlike most pacts between warlock and patron, this one is not voluntary. While the Whispers offer the warlock great power, their one demand is that warlock assimilate more whispers. Should the warlock refuse to satiate the Whispers, instead of leaving the warlock and revoking their power, they will overwhelm the warlock's mind and take control until they are satisfied.

Whenever you select this subclass you gain an "Assimilation Die" which functions similarly to a bardic inspiration die. Instead of a set die that you roll for certain features, you will instead roll your assimilation die. As you level up you will gain a greater value and quantity of assimilation dice.

Roleplay recommendations:

  • The origin of the Whispers is unknown, allowing you to make up an origin story of your own.
  • The voices of the Whispers can be anything you wish, godly deities, creatures you've killed, your ancestors, the personalities are up to you.
  • While this subclass is designed with an unholy theme in mind, you can redesign aspects of subclass such as features and spells to better suit a different theme.
  • Your character could have picked up a skill or two from the voices in their head, giving you an explanation for learning new skills, proficiencies, spells, and knowledge.
  • The nature of the whispers could be very persuasive and maybe some of their charisma rubs off on you. Alternatively, all the thoughts in your head could lead you to seem withdrawn and antisocial.

 

Expanded Spell List

The Whispers 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.

Whispers Expanded Spells
Spell Level Spells

1st

Dissonant whispers, Warding wind

2nd

Tasha's mind whip, Crown of madness

3rd

Speak with dead, Sending

4th

Confusion, Phantasmal Killer

5th

Geas, Dominate Person

Assimilation

Whenever you select this subclass at first level you gain access to assimilation dice. You may roll assimilation dice in place of set dice types for rolls relating to other features granted by this subclass.


 1st Level - 1d4


 3rd Level - 1d6


 5th Level - 2d6


 9th Level - 3d6


12th Level - 4d6


15th Level - 5d6


 19th Level - 6d6


 

 

Cacophonous Mind

Starting at first level, whenever a creature attempts to interact with your mind (Reading thoughts, Mind control, etc.) they must pass a constitution saving throw with a DC equal to your spell save DC or become deafened and have disadvantage for 2 turns.

Dying Whispers

Starting at 6th level, whenever a creature that you can see is killed you can use a spell slot to assimilate their dying whispers. Whenever you assimilate a whisper you can chose one of three effects:

  • Recover hit points equal to the roll of your assimilation dice.
  • Gain advantage on the next skill check, saving throw, or attack roll.
  • Deal psychic damage equal to the roll of your assimilation dice as a bonus action until your next turn.

Intrusive Thoughts

Starting at 10th level, whenever you damage a creature in combat you can use a bonus action to dispatch a voice into their mind. Causing the creature to be swayed by your thoughts in their mind and becoming charmed for 2 turns.

Once you use this feature, you can’t use it again until you finish a short rest.

Assimilating Scream

Starting at 14th level, you can use an action to let out a bloodcurdling shriek with the sound of a hundred dying screams. Any opposing creature who hears the unholy noise takes 10d10 psychic damage and is deafened and frightened for 2 turns.

You can chose up to three creatures affected by this feature and assimilate their frightened whispers. The creature is unable to make any form of verbal sound and only you are able to hear anything they try to say or think. This affect lasts as long as the creature is frightened.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/30/2023 3:13:16 AM
43
1
0.1
Coming Soon

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