Warlock
Base Class: Warlock

This class is based off Ana Amari (From Overwatch), so On-hit healing and Anti healing abilities that combined with the Warlock Eldritch Blast. (WIP)

Biotic Blast

You can target your allies with Eldritch Blast, Roll to hit and if you hit your Spell Attack, you do the Damage as healing instead. If you Target an enemy, They get Healing Reduction (Healing Recieved by Halved) until the end of their next turn.

Dart launcher

You gain the ability to craft a wrist attachment called a "Dart Launcher" (Takes a Long Rest to craft, 1 Hour to Repair) and its ammunition "Darts" (10 minutes per Dart unless stated otherwise) While gaining proficiency in Hand Crossbows. It functions like a Hand Crossbow but it is concealable.

The Dart launcher is fired as a bonus action.

Darts you can Craft: (To Be Continued)

Sleep Dart: You fire a dart consisting of a drug which applies the sleep condition, The target has to make a Constitution Saving throw or be put to sleep for 1d10 rounds. The target can make a saving throw at the end of their turn to awaken from this condition but will awake prematurely if damaged. 

Paralysation Dart: You fire a dart consisting of a drug which applies the Paralysed Condition. The Target has to make a Constitution Saving throw or be Paralysed. The target can make a saving throw at the start of their turn.

Burn Dart: You fire a dart consisting of a drug which makes the blood boil of the target. The target makes a Dexterity Saving throw, if the target fails, they take 2d4 Fire damage at the end of each of their turns but then can make a Constitution Saving throw to end the effect. This effect lasts for 1 minute.

Blind Dart: You fire a dart consisting of a drug which applies the Blinded condition, The target must make a Constitutions saving throw or become Blinded until they Succeed the constitution saving throw. 
Poison Dart: You fire a dart consisting of a drug which applies the Poisoned condition, The target must make a Constitution saving throw or become Poisoned. On a Fail, they take 1d6 Poison damage at the start of each of their turns until Cured.
Hallucination Dart: You fire a dart consisting of a drug which causes the mind to bend and start seeing and hearing things randomly. They must make a Wisdom saving throw or start to suffer from these Hallucinations. DMs ruling on how this dart shall work on Different Creatures. 


Biotic Grenade

As an Action, You throw a  ball of Biotic Fluids at a point you see within 60 feet. Allies are Healed by this burst (Your Eldritch Blast Damage) and Enemies have to make a Dexerity Saving throw or are damaged and have 'Healing Reduction' Applied until the end of their next turn. 

You are able to use this ability equal to the amount of your Charisma Modifier and you recover all uses at the end of a long rest.

NanoSurge

1/day As an Action, you can fire a magical dart into a willing ally and apply 'Tenser’s Transformation' without the need for concentration on the ability while gaining Resistance to all damage. This ability lasts for the spell duration. 


At Level 20, you can use this ability as a Bonus action.

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