Base Class: Warlock
A person who once rose against the gods took pity on you and granted you the power to take it all back for yourself
Level 3: Why them?
Strength of a God's Mistake Advantage for the first attack action against any person who worships a god
Strength against the Gods Favorites You can also expend 3 Cantrip Points to gain advantage for the next attack action your turn (Once per short rest)
Level 3: Hatred Given Form
In exchange for being unable to use weapons or armors you can craft your own weapons and aurmor made of pure hatred
100 Rage
Increase AC by +4
or
+2d6 necrotic and +2d8 Slashing/Bludgeoning/Piercing per strike (players choice)
80 rage
Increase AC by +4
or
+2d6 necrotic and +2d6 Slashing/Bludgeoning/Piercing per strike (players choice)
60 rage
Increase AC by +3
or
+2d6 necrotic and +1d6 Slashing/Bludgeoning/Piercing per strike (players choice)
40 rage
Increase AC by +2
or
+1d6 necrotic and +1d6 Slashing/Bludgeoning/Piercing per strike (players choice)
20 rage
Increase AC by +1
or
+1d6 Slashing/Bludgeoning/Piercing per strike (players choice)
Level 6: Godly Cantrips
You can call on your patron to give you the strength you desire
Each spell level costs 1 Cantrip point
If you go over the limit add 1 exhaustion point every 5 points over
Cantrip points refill during long rest
Gain 5 points at Level 8 (20), Level 13 (25), & Level 17 (30)
Level 10: Help from them?
Denial The second the spell makes contact with you it freaks out (take 2d6 force + can't absorb spells for 1 turn)
Redirection The spell is redirected somewhere nearby (any creature nearby must make a dex saving throw of the spells lvl + your level else get hit by the redirection)
Acceptance You take half of the possible damage for the spell and can use the spell till the combat ends
Absorption The spell is consumed in its entirety and added to your eldritch cantrips
Level 14: placeholder
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.
Comments