Base Class: Warlock
Once pure, you have now found the path of heresy, allowing you access to the form of the heretic, which allows you unique combat prowess of the most dangerous kind, Skills which cost no action, but cost your HP instead
Heretics Form
When you roll initiative in combat. you can choose to adopt the form of the heretic, setting your movement speed to 30, if it were lower, and granting you access to unique actions, bonus actions, and reactions, however, you cannot regain health in heretic form, except with usage of the Fellshade action, or actions specifically stated to override this restriction
Fellshade - While in combat, you can spend an action to spend your hit dice to heal equal to the result, but become unable to attack or be attacked for the rest of the round, can only be used as the first action of your turn
Additionally, your hit dice now regenerate after combat instead of after a long rest
You are also able to spend 1d6 HP in order to gain wall running for the turn, (this is shown as a climb speed equal to your walk speed, and you are able to wall run either horizontally or vertically)
Heretics Pace
In exchange for 1 die of damage, you can gain 30 feet of movement as a free action, starting at 1d6, and going up a die for every 30 feet after the first (1d8, 1d10, 1d12, 1d20, 2d20, etc.)
You additionally gain the heresy saw action in heretic form, dealing 0d4 damage at base, with a DEX save DC of 12 and range of 10 feet, but gaining 1d4 for every 10 feet moved, +1 to the save DC for every 30 feet moved, and gaining 10 feet of range for every 60 feet moved
Heretical Gaze
As an action, you can add one oculus counter to an enemy you can see
As a bonus action, you can detonate all oculus counter you have placed upon your targets, and deal damage equal to one of their hit die for each counter
Additionally, you can spend 1d6 HP to turn your bonus action into an extra action this turn
Heretical Lockdown
You can cry out, affecting all enemies in a 15 foot by 10 foot directly in front of you, forcing them to make a CON save. on a fail, they have their ability to cast spells with verbal components rendered null, limiting them to only spells with somatic and material components, they additionally gain the frightened condition if they fail
Additionally, you gain the ability to spend 1d10 HP in order to force your next target to make any saving throws at disadvantage
Slipshade
You are able to spend 2 dice (Base d6, progressive increase) in order to "Slip" out of combat, getting the benefit of recovering your hit dice (as per the ruling of Fellshade) as well as gaining bonus damage equal to half of the health you paid to activate slipshade as damage on your next attack
Comments