Base Class: Warlock
You have made a bargain with an ancient spirit, the spirit grants you vast support power in return for complete the sacrifice of your own life force. This Spirit can be summoned as a 10 minute ritual to gain a random bonus. The spirit takes the form of one of the forms below each long rest you must roll a 1d4 to determine which one.
1. The Turtle - All allies within 10 feet of you have a plus 1 to ac for the first round of your next combat encounter
2. The Panther - One ally of your choice has advantage on all stealth checks for the next 10 minutes
3. The Bear - You may spend your hit dice to heal both you and one ally but each of you get half of the amount.
4. The Dragon - You may spend 2 of your hit dice to enchant a weapon or item with a little bonus damage, the weapon deals bonus fire damage equal to your warlock level + your proficiency bonus.
Arcane Strike
You Are Proficient in Unarmed Strikes, They deal Thunder Damage equal to 1d4 + your Intelligence Modifier + your Strength Modifier. When you make an Unarmed Strike You can expend a hit dice to have one of the following effects:
- You can Make another Unarmed Strike Dealing 1 damage and Causing your Spirit to Appear.
- The Unarmed Strike Deals an Extra 1d4 Force Damage
- (This costs 3 hit dice) You may teleport next to an ally within 30 feet and give them 1d4 + Intelligence Modifier hit points
The Spirit
You have made a bargain with an ancient spirit, the spirit grants you vast support power in return for complete the sacrifice of your own life force. This Spirit can be summoned as a 10 minute ritual to gain a random bonus. The spirit takes the form of one of the forms below each long rest you must roll a 1d4 to determine which one.
1. The Turtle - All allies within 10 feet of you have a plus 1 to ac for the first round of your next combat encounter
2. The Panther - One ally of your choice has advantage on all stealth checks for the next 10 minutes
3. The Bear - You may spend your hit dice to heal both you and one ally but each of you get half of the amount.
4. The Dragon - You may spend 2 of your hit dice to enchant a weapon or item with a little bonus damage, the weapon deals bonus fire damage equal to your warlock level + your proficiency bonus.
Spirit Healer
Starting at 1st level, you have bonus hit dice equal to your Intelligence modifier.
As a Bonus action you can spend any amount of hit dice to give an ally within 10 feet of you that amount of hit points plus your Intelligence modifier
Spirit Strike
Starting at 6th level, when you hit a creature in combat, you can spend any number of hit dice to deal extra damage equal to the number rolled plus your Intelligence modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Spirit Damage
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You deal extra damage equal to your Intelligence modifier + your Charisma Modifier whenever you make an attack roll regardless of hit or miss.
Spirit Awakening
Starting at 14th level, when you hit a take a long or short rest, you can boost the spirit ability of all of your companions by spending 5 hit dice, until your next short or long rest they deal bonus damage equal to their charisma modifiers + their Intelligence modifiers. For all extensive purposes this damage is Thunder.
Previous Versions
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7/24/2019 11:43:38 PM
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Coming Soon
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