Base Class: Warlock
"Even when the moon is new, it is there. A whisper to the shadows of your soul… I am with you." - Alune, League of Legends
A class inspired by Aphelios the Weapon of the Faithful from League of Legends. Enjoy :D
Your patron is a Moonstone carved Falchion sword with a blue steel guard and a coldwood handle. This sword has been blessed by the Moon Elves of Calaciryan, a moon elf city based in a ravine where the sun is only able to touch mere fractions through the day. Only the Warlocks in the house of Calaciryan are versed in the techniques of crafting such weaponry, and such an item is often given to those of noble, royal, or rarely, wealthy bloodlines as a coming of age present.
Your patron, however, is much more than just a simple sword. In harnessing the truest power of the weapon, one soul of a loved one must be gifted to the weapon to bring forth its enchantments, blessing the bearer with an artillery of five magical ranged weapons the sword can transform into. By devoting a loved ones soul to your weapon, you bind yourself to them with a pact, sealing your kinship as a weapon of the Calaciryans, and the bearer of that weapons faith.
Insurmountable trust is required between the two. Your patrons trust will only linger so long as you maintain the terms of their pact, and your discipline, dexterity, and finesse with your weapon can only blossom should your patron find you fit to complete the pact. Where this loved ones soul come from is of no concern to the Warlocks who seal this weapons fate. Be it a parent lost to the tides of illness and war, a comerade passed in the heat of battle, a lover whom fell too soon, or even a sibling you could never be seperated from.
Consult with your DM who your character is and why they have such a weapon, and further, who their patron is? Was their patron willing and sacrificed themself, or was their patron unknowing and already passed on. How close is the user to their patron? Is the bond strictly familial, or by chance, are the two lovers, who may forever communicate, but never truly feel each others touch again. Are they siblings with a long lasting rivaly, but now forever interlocked, or maybe your patron is someone you never truly expected to feel close to, but do the longer you maintain their pact.
Expanded Spell List
The Weapon of Faithful lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock Spell list for you, but you do not receive any additional spells beyond 3rd Level.
Weapon of the Faithful Expanded Spells
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SPELL LEVEL |
SPELLS |
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1st |
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2nd |
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3rd |
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4th |
-- |
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5th |
-- |
Weapons of the Faithful
Starting at 1st level, your patron bestows upon you an artillery of weaponry. You add a Moonstone Falchion to your starting equipment. Though it is a beautiful and well crafted blade, outside of the artillery it transforms into, it is useless as a melee weapon.
You have access to Weapon of the Faithful, of which your Patron Transforms your Falchion into during combat. You gain the following benefits and abilities: You gain Proficiency with Ranged Weapons and Firearms, allowing you to add your Proficiency Bonus to attacks made with Ranged Weapons or Firearms. Any weapon that is a Transformation of your Falchion is treated as a Firearm. Dexterity is a Spellcasting Modifier for you.
Starting at initiative, your Falchion immediately Transforms into one of five Weapons of the Faithful. When you roll for initiative, roll 1d6. You begin combat with the weapon corresponding to that Position in the Queue listed below. On a roll of 6, the DM selects a weapon determined by your Patrons opinion of what will best suit your situation. On a roll of 1 for Initiative, you do not roll 1d6. Instead, the DM selects a Weapon that is determined by your Patrons opinion of what will least suit your situation.
The Weapons of the Faithful (and their Queue Positions) are listed below, each having their own damage type, range, weight, and special properties included.
Weapon Queue Positions
|
NAME |
POSITION |
AMMO |
DAMAGE |
WEIGHT |
RANGE |
PROPERTIES |
|
SEVERUM: THE SCYTHE PISTOL |
1 |
4 Moonlight Ammunition Generated on Transformation |
1d6 Slashing |
2 lb. |
(15/30) |
Reload 4, Misfire 1, Ammunition, Life Drain, Onslaught |
|
CALIBRUM: THE SNIPER RIFLE |
2 |
4 Moonlight Ammunition Generated on Transformation |
1d10 Piercing |
10 lb. |
(45/105) |
Reload 4, Misfire 1, Ammunition, Range Extend, Moonshot |
|
GRAVITUM: THE GRAVITY CANNON |
3 |
4 Moonlight Ammunition Generated on Transformation |
1d6 Force |
8 lb. |
(30/60) |
Reload 4, Misfire 1, Ammunition, Binding, Binding Eclipse |
|
INFERNUM: THE FLAME THROWER |
4 |
4 Moonlight Ammunition Generated on Transformation |
1d8 Fire |
6 lb. |
(15/30) |
Reload 4, Misfire 1, Ammunition, Incendiary, Duskwave |
|
CRESCENDUM: THE TURRET CHAKRAM |
5 |
4 Moonlight Ammunition Generated on Transformation |
2d4 Slashing |
3 lb. |
(10/30) |
Reload 4, Misfire 1, Ammunition, Arcing, Sentry |
Each Weapon of the Faithful gains 1 Additional Damage die at 4th Level, 8th Level, 12th Level, 16th Level and 20th Level.
Faithful Firearm Properties
Weapon of the Faithful Firearms are an ancient and volatile technology, and as such bring their own set of weapon properties. The following properties, Queue System, Ammunition, Reload, and Misfire are different from regular Firearms. Because of their method of summoning and the enchantments bestowed on them, Weapons of the Faithful have Shared and Unique Properties.
Shared Firearm Properties
Queue System. Weapons of the Faithful maintain a Queue when not in use. The order will always be the following: 1. Severum 2. Calibrum 3. Gravitum 4. Infernum 5. Crescendum.
Ammunition. Weapons of the Faithful consume Moonlight Ammunition. When your weapon Transforms, 4 Moonlight Ammo are generated with its transformation.
Reload. Weapons of the Faithful can be fired a number of times equal to its Reload score before they become exhausted. As an immediate free action, when a Weapon of the Faithful has been depleted of Ammunition, the weapon transforms into the next ascending weapon position. When Position 5 reloads, the weapon transforms back to Position 1. The cycle always repeats, and cannot skip.
Misfire. Whenever you make an attack roll with a Weapon of Faith, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and you roll 1d6. You have disadvantage on your next roll to hit, and weapon will immediately transform into the rolled Position determined by the d6. On a roll of 6, your patron attempts to rescue you, but fails. The DM chooses the weapon that is most disadvantageous to you, at the DM’s discretion. The weapon will only Transform with 2 generated Moonlight Ammo instead of 4.
Unique Firearm Properties
Each weapon in your arsenal has two Unique Properties. You gain a Passive Property and an Active Property while you are using a Weapon of the Faithful. A Passive Property is gained while the Firearm is in use, or used to make an attack. An Active Property is used as an Action, and instead of using a Spell Slot to cast a spell, you may consume 1 Spell Slot to activate an Active Property of your Weapon. Using an Active Property consumes 1 Moonlight Ammo.
SEVERUM:
- Passive Property : Life Drain : When you make an attack with Severum, On Hit, Heal for 1 HP per Warlock Level.
- Active Property : Onslaught : You consume 1 Spell Slot. When you make an attack roll with Severum, On Hit, Heal for HP equal to the Damage you dealt.
CALIBRUM:
- Passive Property : Range Extend : When you make an attack with Calibrum, you gain 5 ft. additional Range per Moonlight Ammo held.
- Active Property : Moonshot : You consume 1 Spell Slot. Your next attack made against a creature at a range of 45 ft. or more deals 1 additional damage die on hit.
GRAVITUM:
- Passive Property : Binding : When you make an attack with Gravitum, on hit, the attack target loses 5 feet of movement on their next turn.
- Active Property : Binding Eclipse : You consume 1 Spell Slot. When you make an attack with Gravitum, on hit, the attack target makes a Constitution Saving Throw against your Spell Save DC. On a successful save, the creature takes half damage. On a failed save, the creature is Stunned until the end of their next turn.
INFERNUM:
- Passive Property : Incendiary : When you make an attack with Infernum, on hit, a 15 foot cone of fire bursts from the attack target. This cone cannot be dodged, but only deals half damage of the attack roll made. On a miss, the cone dissipates and does not deal any damage.
- Active Property : Duskwave : You consume 1 Spell Slot. You unleash a 30 foot cone of fire. Make a DEX Check with DC 16. On a successful check, all creatures in the cone take damage equal to Infernums Attack Roll. On a failed check, all creatures take half damage.
CRESCENDUM:
- Passive Property : Arcing : When you make an attack with Crescendum from a range of 5 feet, on hit, Crescendum strikes a second time for the same damage. If you make an attack from a range of father than 10 feet, you cannot make an attack roll with Crescendum on your next turn.
- Active Property : Sentry : You consume 1 Spell Slot. You drop Crescendum on the space you currently occupy. It forms a turret with the following stats.
- SENTRY :: HP: 3, AC: 5, Ranged Weapon Attack: +3 to Hit, Reach 15/30ft., One Target. Hit: 1 Force Damage per Warlock Level (Maximum of 10 Damage). The Sentry takes its turn on your turn, and will attack the closest enemy to you. The Sentry consumes 1 Moonlight Ammunition each turn. The Sentry returns to you as Crescendum when its HP reaches 0, when it runs out of ammunition, or if you fall unconscious or drop to 0 HP. You cannot make an attack with a Weapon of the Faithful until the Sentry returns to you.
Phase Change
Starting at 6th level, you can disrupt the Position your weapon artillery is in to get a better advantage. As the phases of the Moon changes, so must you to adapt to any situation. Your Patron draws energy from the Moon for an emergency Transformation.
As a bonus action, you prematurely Transition into the next Weapon of the Faithful in the Queue a number of times equal to your CHA Modifier per day (Minimum of 1). This resets your Ammunition Count.
You regain all uses of this feature when you finish a Short or Long Rest.
Faithful Heretic
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to 3 when you reach 14th Level in this class.
Weapons Master
Starting at 10th level, you gain a boost at the sense of a fight beginning. Your Patron refuses to let you go into a fight unprepared, offering forth a small blessing to guide you through any fight.
When you roll for Initiative, roll 1d4. You begin combat with the corresponding bonus depending on your roll. On a roll of 4, the DM selects a bonus that is determined by your Patrons opinion of what will best suit your situation. On a roll of 1 for Initiative, you do not roll 1d4. Instead, the DM selects a bonus that is determined by your Patrons opinion of what will least suit your situation.
- 1 :: Armor Piercing Moonlight : Attacks that you make with a Weapon of the Faithful reduce an enemies AC by 1 when checking to hit. This increases to 2 at 15th Level.
- 2 :: Blasting Moonbeam Strike : Attacks that you make with a Weapon of the Faithful deal 2 additional Damage on hit. This increases to 4 at 15th Level, and 8 at 20th Level.
- 3 :: Gaze of the Moon Weavers : Attacks that you make with a Weapon of the Faithful have 15 feet of additional range. This increases to 30 feet of additional range at 15th Level.
Moonlight Vigil
Starting at 14th level, your Patron will protect your ability to follow through on a pact at all costs. You and your Patron synchronize an attack, making a plight with the Moon Weavers to Smite your enemies. You may use Moonlight Vigil as an Action a number of times equal to your CHA Modifier (minimum of 1).
Moonlight Vigil: As an Action, you send forward a Moon Blast. The Moon Blast is 15 foot wide and travels in a line up to 60 feet. The Moon Blast stops at the first target hit, dealing 5d10 + your DEX Modifier + your Proficiency Bonus Radiant Damage. Your Patron then smites the first target hit with Illuminating Blast with a radius of 15 feet. Any creatures in range of Illuminating Blast make a DEX Saving Throw with a DC 18.
On a failed save, a creature is effected by the corresponding Lunar Smite to your current Weapon of the Faithful. As long as 1 creature fails the Saving Throw, you gain the weapons Lunar Blessing.
On a successful save, a creature take 1d10 Radiant Damage and are knocked back to the nearest space out of the Blast Radius range.
You may use Moonlight Vigil as an Action a number of times equal to your CHA Modifier (minimum of 1) per day. You regain all uses of this feature when you finish a Long Rest.
SEVERUM:
- Lunar Smite: All creatures in range of Lunar Blast while you are holding Severum are afflicted with Bleeding. At the beginning of each turn, creatures afflicted with Bleeding take 2d6 Slashing Damage at the end of their turn. Bleed can be removed by lesser restoration, or by passing a CON Saving Throw with a DC 15.
- Lunar Blessing: Heal for HP equal to half the damage dealt by Moon Blast.
CALIBRUM:
- Lunar Smite: All creatures in range of Lunar Blast while you are holding Calibrum become Marked until the end of your next turn. Creatures that are Marked by Calibrum take double damage on the next attack roll made by a Weapon of the Faithful, on hit.
- Lunar Blessing: Your range for the next attack made with a Weapon of the Faithful is Doubled.
GRAVITUM:
- Lunar Smite: All creatures in range of Lunar Blast while you are holding Gravitum take 3 Points of Exhaustion until their next turn, giving Disadvantage to Ability Checks, Halving their Speed, and giving Disadvantage to Attack Rolls and Saving Throws.
- Lunar Blessing: You gain 15 feet of additional movement until the end of your next turn.
INFERNUM:
- Lunar Smite: All creatures in range of Lunar Blast while you are holding Infernum become Marked until the end of your next turn. Creatures that are Marked by Infernum create a circular Burst of Fire on the next attack roll made by a Weapon of the Faithful, on hit. A Burst of Fire has a range of diameter of 15 feet, cannot be dodged, and deals 2d8 Fire Damage
- Lunar Blessing: You gain +2 to your Armor Class on the next Attack Roll made against you.
CRESCENDUM:
- Lunar Smite: All creatures in range of Lunar Blast while you are holding Crescendum take 1 Force Damage per Warlock Level (Maximum of 15 Damage). If a Sentry is within 30 feet of a creature in this radius, you add your DEX Modifier and your Proficiency Bonus to the damage dealt.
- Lunar Blessing: You gain Advantage on your next Attack Roll until the end of your next turn.
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