Base Class: Warlock
You have bound yourself to some being of order, whether that be a powerful modron, a code of honor, a series of laws, or your own moral compass. A warlock of this pact might be a great general of a militia, a sheriff bound to the people they must protect, a visitor to Mechanus, or any other person who enforces order and justice.
Chain of Order
At first level, using an action, you conjure a magic restrain. This could be a shackle, a rope, or any other thing that could restrain someone at a distance. Choose a target within 60 ft. The target must make a dexterity save against your spell save DC. On a fail they are Lassoed, on a success nothing happens. You may cast this using a spell slot, adding +1 to the save DC for every level.
Lassoed is a debuff that creates a link between the caster and the entrapped target. Lassoed creatures cannot take normal actions, and have their speed halved. Any lassoed target can use an action to make a strength save at the start of their turn to attempt to free themselves against the casters spell save DC. Lassoed creatures may also try to grab the lasso, causing the caster to make a strength save vs their athletics check. On a caster fail, the entrapped can either pull the caster within five feat of them or swing them around in a radius (counts as an unarmed strike and dispels the effects if they hit something). Any creature immune to the restrained condition cannot be affected by this.
Social Work
At sixth level, every five rounds, you can attempt to convince a target to back down. Make a persuasion, deception, or intimidation check (your choice). Follow the modifiers accordingly-
|
Situation |
Modifier |
|
You have been hit by your target |
-1 intimidation (not high nor mighty), +1 deception (They let their guard down) |
|
You have hit your target |
+2 intimidation (High and mighty), -1 persuasion (less cooperative), -1 deception (Put their guard up) |
|
You’re at low health |
Disadvantage, unless deception (After all, why would you lie?) |
|
Your target is at low health |
Advantage (Death is a great motivator) |
|
Your target knows you well |
+1 persuasion (Knows signs of honesty), -1 deception (Knows signs of honesty) |
|
Your target has a downed ally |
+3 intimidation (Death is a great motivator), -2 persuasion (Unreasonable) |
|
You have a downed ally |
-3 intimidation (Oh no), +2 deception (Really not in a position to lie) |
|
Have attempted another check on this enemy |
+2 persuasion (A mutual understanding) |
|
You provide something your target finds appealing (DMs discretion) |
+2 persuasion (More willing to negotiate), -1/+1 deception (Depends on your credibility) |
|
The target is in unfamiliar surroundings |
+2 deception (guerilla warfare), -1 persuasion (Scared) |
|
The target is in familiar surroundings |
+1 persuasion (home turf comfort), -2 intimidation (Escape routes) |
|
Target is under an enemy spell effect |
+1 persuasion per effect (Make it end) |
Weight of Judgement
Your Chain of Order now applies a new condition instead of Lassoed, Judged.
Judged is a debuff that creates a link between the affected creature and the creature who caused the condition. The affected creature cannot take normal actions and has their movement halved. The target can make a strength check versus the spell save dc of the caster in an attempt to be freed. If the target is attacked by its captor while under this condition, they lose an additional 2d8 in bludgeoning damage. If the captor releases the effect early, the target is moved 60ft in a direction of the castors choice (excluding obvious danger) and is stunned until the end of their next turn.
Justice
At fourteenth level, your overwhelming morality calls on you to settle the score.
When you make a weapon attack with a weapon you're proficient with, or cast Eldritch Blast, you may deem someone worthy of death. Any damage this target takes ignores resistance and treats immunity like a resistance. Causing this target to take damage heals the attacker your proficiency bonus in health.
While a target is affected by this you gain expertise in the weapon or cantrip used to begin this ability. If your roll to hit is above thirty, it counts as a critical hit.
This effect lasts until combat is over, or until you or the target die. This ability cannot be used again until after a long rest.
Previous Versions
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8/4/2024 7:55:36 PM
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8/5/2024 5:18:25 PM
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