Warlock
Base Class: Warlock

This is the Warlock Subclass for the Spiritlocke challenge. The challenge is to seek out power instead of constantly obtaining it. Discuss the philosophy and potential repercussions with your group to see if this would fit within your group.

Philosophy:
Players can gain power without gaining identity. Identity should rewarded dynamically as players interact with the world and exercises their creativity.

  • In order to gain more abilities, players will need to discuss with the DM and create a feat.
  • In game, a DM can give the players flexibility over the abilities that they do have. Letting the players stretch the mechanics of their existing abilities to grow into new ones, supplemented by updating feats or adding additional feats.
  • Players can use existing class 5e abilities to inspire new abilities.
  • Players can level up. More fatigue, more hp. But mechanically remain the same until they have growth within the campaign.
  • Players and the DM invest in the world, becoming innovators instead of passengers.

 Repercussions to SpiritLocke:

  • Slower ability progression.
  • Difficulty knowing what you can and cannot do (spontaneous creativity isn't easy)
  • Extra work for the DM and the Player. Creating feats. Learning Dndbeyond design functionality. Learning class balancing.

SpiritLocke Spellcasting

SpiritLocke uses a custom spellcasting system. Loosely inspired by "Coffee's 5e Spell Casting" and "GURPS". In addition to this system, there are three categories of casters;

Fatigue Points

Fatigue: Required to make warlock work for all archetypes, but it gave an opportunity to address a second concept. What is magic?

  • Defining magic into three categories. Community, Academic, and Innate. Each interacting with magic in a different way.
  • Weight is given to the casting, reducing your ability to cast considerably - but adding options to push yourself to new heights.
  • Encouraging downtime and leveraging exhaustion as a resource.
  • Everyone benefits from a short rest.

A repercussion of fatigue:

  • All spellcasters have less single fight ammunition, which doesn't feel good transitioning to.
  • Clerics and Druid no longer have access to all of their spells, which doesn't feel good transitioning to.
  • Sorcerer's don't innately get metamagic, which doesn't feel good transitioning to.

As a spellcaster cast spells they gain fatigue. This has the same conversion rate as sorcery points, and they can be used for metamagic at face value.

The first time during combat that you reduce your fatigue to 0, you are subject to temporary exhaustion, furthering any exhaustion levels by 1 until you have rested for 10 minutes. If this temporary exhaustion would bring you to 6 levels of exhaustion, you die at the end of your turn.

Spell Level

Fatigue

1st

2

2nd

3

3rd

5

4th

6

5th

7

6+

10

 

*6th level or higher may only be cast once per day

During a short rest, you may expend a single Hit Die  to recover (2*characterlevel/3)@rounddown from fatigue. You may only do so once per short rest.
All fatigue is reset after a long rest.

Optional Rulings:

Inspirational Moment
A hero may expend an inspiration to regain 1 fatigue.

Running on Fumes
You may continue to participate in activities that fatigue you by making a constitution check DC 15 + unresolved fatigue cost - proficiency. On a success you may perform the activity at no cost to you. On a failure, you must perform the activity and gain level of exhaustion, stacking with any temporary exhaustion.

No Feature

Not a feature

No Feature

Not a Feature

No Feature

Not a Feature

Martial Arts

You are skilled in martial arts.

Hex Warrior

Your force of personality fuels you in combat.

Dedicated Weapon

Dexterous combat expert

Specialization

Specializations help begin your class identity. Academic, Community, Innate, Tactician, Brawler are the 5 categories.

  • Choose Specialization and gain bonus features.
  • If you are looking to play a 1/2 caster or 1/3 caster, choose brawler or specialist and suppliant with feats.
  • Any additional class features may be added through modular feats to hone in on your characters class fantasy as you continue to play them.
Academic Magic

The Academic uses Intelligence as a spellcasting ability. Classically Wizard and Artificer; but your Academic might not fit into either of those archetypes.
The Academic uses their study of the weave to access its power. Through vocal, somatic and material components they call upon the alchemy of the world to perform amazing feats of magic.

Subclass Features:

  • Bonus - Intelligence Saving Throws
  • 1 Less HP per level
  • Unlimited Known Spells
  • 2 Fatigue per Level
  • Bonus Short Rest fatigue recovery(1/2 of characterlevel)/long rest

SPELLBOOK

Brawler

The Brawler is one whom uses their athletic prowess in combat to overpower opponents. Classically fighter, barbarian, monk, and rogue. But your character may not fit within these boundaries.


Class Benefits:

  • Bonus - Melee Weapon Attacks
  • Bonus - Strength Saving Throws
  • Bonus - 1 Hit Points per Level
  • Proficiency - Medium Armor, Heavy Armor, and Shields
  • Proficiency - 3 Martial Weapons

Community Magic

Community Magic uses Wisdom as a spellcasting ability. Classically Druid and Cleric; but you might not fit into those boxes.
You have focused on the past, present and future. Perhaps studying philosophy and what it means to do good. Focusing on tenants. Rules of the order of life and those that had come before. Through faith, belief, and connection with others; they are able to call magic of the world.

Subclass Features:

  • Bonus - Wisdom Saving Throws
  • Proficiency - Medium Armor, Ring Mail, and Shields
  • Ritual Caster (Priest) ~ Unlimited number of ritual spells
  • Limited Spells(Added through Feats - communicate with DM)
  • Bonus action fatigue recovery(2/3/5) twice per long rest at levels 1, 5 and 13 respectively.

Innate Magic

Innate magic uses Charisma as a spellcasting ability. Classically Bard, Sorcerer, Warlock and Paladin; but you might not fit into those boxes.
You have an innate ability to command yourself. Through force of character, passion, and determination you are able to weave the magic of the world around you into reality.


Subclass Features:

  • Bonus - Charisma Saving Throws
  • Limited Spells(Added through Feats - communicate with DM)
  • No additional Recovery method
  • 2 Fatigue Max per level
  • Innate Metamagic for a single cantrip and 1st level spell.

Tacticican

A Tactical Specialist whom uses their acrobatic prowess in combat to dispatch opponents. Classically fighter, monk, and rogue. But your character may not fit within these boundaries.

Class Benefits:

  • Bonus - Ranged Weapon Attacks
  • Bonus - Melee Weapon Attacks
  • Bonus - Dexterity Saving Throws
  • Proficiency - Medium Armor, Ring Mail, and Shields
  • Proficiency - 2 Martial Weapons
  • Proficiency - 2 Weapons/Tools

Bonus Feature

Begin to define your character. Gain a feat.

Careful Spell

"When you cast one of these spells, you may choose a number of creatures equal to your charisma modifier(minimum of 1) to automatically save against the spell as you protect them from the spell's full force." - Careful Spell

You learn a cantrip that is automatically affected by Careful Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Careful Spell metamagic at no cost.

Distant Spell

"When you cast the following spells, if it has a range of 5 feet or greater. Double the range of the spell. If the spell has a range of touch, it's range becomes 30 feet." - Distant Spell

You learn a cantrip that is automatically affected by Distant Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Distant Spell metamagic at no cost.

Empowered Spell

"When the chosen spells roll damage, you may reroll a number of damage dice up to your charisma modifier (minimum of 1). You must use the new rolls." - Empowered Spell

You learn a cantrip that is automatically affected by Empowered Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Empowered Spell metamagic at no cost.

Extended Spell

"When you one of these spells, its duration is doubled. Up to a maximum of 24 hours." - Extended Spell

You learn a cantrip that is automatically affected by Extended Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Extended Spell metamagic at no cost.
^spells chosen must have a casting time of 1 action

Nothing

You did not receive any options from this feature

Quickened Spell

"When you cast a spell, change the casting time to 1 bonus action." - Quickened Spell

You learn a cantrip that is automatically affected by Quickened Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Quickened Spell metamagic at no cost.
^spell chosen must have a casting time of 1 action

Seeking Spell

"When you miss with one of these spells, you may reroll the d20, and you must use the new roll." - Seeking Spell

You learn a cantrip that is automatically affected by Seeking Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Seeking Spell metamagic at no cost.

Subtle Spell

"When you cast one of these spells, you may cast it without any somatic or verbal components." - Subtle Spell

You learn a cantrip that is automatically affected by Subtle Spell metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Subtle Spell metamagic at no cost.

Transmuted Spell(Acid)

"Replace the damage type of the spell with Acid." - Transmuted Spell(Acid)

You learn a cantrip that is automatically affected by Transmuted Spell(Acid) metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Transmuted Spell(Acid) metamagic at no cost.
*Spell must originally deal one of the following: acid, cold, fire, lightning, poison, thunder.

Transmuted Spell(Cold)

"Replace the damage type of the spell with Cold." - Transmuted Spell(Cold)

You learn a cantrip that is automatically affected by Transmuted Spell(Cold) metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Transmuted Spell(Cold) metamagic at no cost.
*Spell must originally deal one of the following: acid, cold, fire, lightning, poison, thunder.

Transmuted Spell(Fire)

"Replace the damage type of the spell with Fire." - Transmuted Spell(Fire)

You learn a cantrip that is automatically affected by Transmuted Spell(Fire) metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Transmuted Spell(Fire) metamagic at no cost.
*Spells must originally deal one of the following: acid, cold, fire, lightning, poison, thunder.

Transmuted Spell(Lightning)

"Replace the damage type of the spell with Lightning." - Transmuted Spell(Lightning)

You learn a cantrip that is automatically affected by Transmuted Spell(Lightning) metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Transmuted Spell(Lightning) metamagic at no cost.
*Spell must originally deal one of the following: acid, cold, fire, lightning, poison, thunder.

Transmuted Spell(Poison)

"Replace the damage type of the spell with Poison." - Transmuted Spell(Poison)

You learn a cantrip that is automatically affected by Transmuted Spell(Poison) metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Transmuted Spell(Poison) metamagic at no cost.
*Spell must originally deal one of the following: acid, cold, fire, lightning, poison, thunder.

Transmuted Spell(Thunder)

"Replace the damage type of the spell with Thunder." - Transmuted Spell(Thunder)

You learn a cantrip that is automatically affected by Transmuted Spell(Thunder) metamagic at no cost.
At 5th level, you learn a 1st level spell that is automatically affected by Transmuted Spell(Thunder) metamagic at no cost.
*Spell must originally deal one of the following: acid, cold, fire, lightning, poison, thunder.

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