Base Class: Warlock
A whisper in the ear, a strange allure of a powerful force, the seduction of destruction on the wind, The Seventh is coming and it requires a foothold. The green flames linger in the mind, the serpent of fire flashing in your dreams and in your nightmares. This is not a symbiotic relationship, this is control. It floods your soul, your eyes hold cracks of green amongst their colour as the force pulsates inside you. You feel powerful, far too powerful to be normal. Your days of light magical study and peaceful town life are behind you now, you must take these destructive powers granted to you and make a decision - Will you succumb to the Allure of Power and Destruction
The Seventh is the most dangerous force of The Sacred Eight, it's green flames the embodiment of destruction and death. You are it's chosen, a magic user who has shown potential that The Seventh will harness to expand its power. The Seventh is a powerful force, taking the form of a serpent consisting of a raging green flame. It is known for its ability to burrow into the minds of magic users it views as having potential of great or terrible acts.
All the spells that take the form of flames now shine with the same green colour, your eyes seem to flicker with green fleks of colour and your use of spells that require verbal components take a much more whispery hissing sound.
[art designed for The Seventh warlock subclass by @kindereggos, The Seventh is property of E.S. Tennison, as is the world of Ossinett]
Expanded Spell List
The Seventh 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.
The Seventh Expanded 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 |
Gifts of The Sacred Eight
The Seventh grants you many strange and occult effects as a side effect of a part of it being inside of you.
Choose on of the following Passive Effects:
Aura of Nightmares
Your being invites sinister forces of the dreamscape to sneak into the minds of your companions. Those who take long rests near you have eerie dreams of their fears, the more often they sleep in your presence the less the nightmares affect them. You can also detect these nightmares, viewing flashes of these events at random times during the rest. You may draw a circle of green energy around yourself to stop the effect, but you may not leave this circle for the duration of the long rest or the circle is broken.
Detect Suffering
Your mind is expanded as the cries, the screams of the innocent harmed by the actions of the races of the world create powerful energies you can detect.
Detect Suffering is always active, you can feel the presence of pain and suffering caused by non-natural means around you in a 40 foot radius.
Followers of the Dark
Due to your eldritch affiliations, you can detect other people with magic granted by The Sacred Eight.
Sense Destruction
Objects or People with great potential for great acts of destruction pulse with energy that you can pick up on in a mysterious way, it is not visual or audio based - you simply just know.
Arcing Destruction
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you deal fire damage to the closest enemy equal to 1d4 + Class Level. A green flame arcs from the corpse of the enemy as it falls, leaping towards the next enemy and burning itself into their chest.
Whispers in the Dark
Starting at 6th level, the whispers in your mind become far too frequent at night to sleep. You always look tired, but you still gain the benefits of a rest whilst keeping watch for the party, reading or engaging in some form of downtime activity. During night, you gain darkvision if you did not have it before. If you already have dark vision, your range doubles. Your darkvision becomes green-tinted and more chaotic in nature, during night your darkvision also sense if people are afraid or not.
Prey on the Weak
Staring at 10th level, you can choose one race in which all your non-physical attack rolls against have advantage, this can be chosen at every short or long rest. The target ignores this if they are immune to being frightened.
Strength of The Seventh
Starting at 14th level, When you hit a creature with an attack, you can use this feature to summon serpents of green flame to entangle the creature and burrow into the orifices. The serpents wrap themselves around the creature like shackles and rope, holding the creature there until the end of your next turn. The floor around them is left dead, any plant life or non combatant animals within a foot radius of the creature withers and greys as if it had laid for many years dead. If the floor is man made, it cracks and ages heavily.
At the end of your next turn, the target is released from the cage of flames. If they are not a fiendish creature, they take 1d6 fire damage and 1d6 psychic damage from the serpents. They will also be plagued with the whispers of the Seventh for the rest of their living days.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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6/24/2020 12:24:54 PM
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12
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1.1
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Coming Soon
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6/24/2020 12:26:34 PM
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10
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Coming Soon
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