Warlock
Base Class: Warlock

The holy care takers that watch over the tower of assentation to the heavens.

Eyes of The Warrior

Tenants have no sympathy of those they fight. They have a eye for detail and will exploit every weakness their foes have to ensure the sinners get their just deserts.

Eyes of The Warrior allows them to have advantage on attack, skill, and saving throws equal to their intelligence modifier.

Keepers of Lore and Legands

The tenants are ancient and as such have knowledge of the lost, unknown, and forlorn that most would have long forgotten. This gives them a edge over the less knowledgeable sinners.

Starting at 1st level, they have the ability to recall lost knowledge and know things otherwise lost to time. 

  • You gain expertise in history and religion.
  • You gain proficiency in insight, medicine, nature, and investagion.
  • You gain one favored enemy. 
  •  You gain proficiency in martial weapons.

Brothers of The Faith

At 1st level, you can inspire your companions that are within 30ft of you twice a day. 

Brothers of The Faith gives a companion the ability to add a 1d4 to any skill check, attack roll, or saving throw. They can add 1 additional hit die to a attack that hits, this lasts for one round.

Faith is Thine Shield

A Tenant rolls a 1d8 at dawn every day, that number is the number of faith points they have. They can use a faith point to gain advantage on one roll, or use them to increase their AC by 1 per faith point spent to a max of 2.

Awakening

The tenants eyes have opened to the truth of the world around them. Allowing their newly opened eyes to summon unholy nights that allow them punish the sinners.

Starting at 6th level, you can summon a lesser demon. Chained to your will to fight the forces of darkness. You can do this 3 times a day and ignore the material component needed to summon the demons. You Roll a 1d6. On a 1-2 you summon 2 demons of CR 1 or lower. On a 3-4 you summon 4 demons of CR 1/2 or lower. On a 5-6 you summon 8 demons of CR 1/4 or lower.

Angelic Deviation

Through your knowledge of ancient times past, you have learned the forgotten arts, empowering your defenses.

At 10th level, If a creature targets you with a attack that surpasses your armor class, you can use your reaction to roll a 1d20. On a 20 they miss, on a 15-19 they take 1d6 radiant damage but still hit you. otherwise they hit you.

Dream Scape Prison

The tenants bend the fabric of reality, forcing a creature subject to this effect to be thrown into the dream scape. The land between reality and the beyond.

Starting at 14th level, you can emit the dream scape prison once a day in a 30ft radius. All creatures caught in this must make a wisdom save against the casters spell save DC at disadvantage. A creature under this effect acts like the imprisonment spell version of sleep. They are thrown into the land of the dreamscape. Between the mortal and physical worlds. Subject to a eternal night that lasts until dispelled or the caster is slain. 

The DC to dispel this effect is by default a 24. 

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