You channel a large beam of energy in a 120ft long 5ft wide line in front of you. Any creature in the area makes a Charisma saving throw. The effect of the beam is determined by your warlock pact.
1. Fiend Pact. The target takes 6d12 fire damage on a failed save and is banished till the end of their next turn, or half as much damage on a successful one and isn’t banished.
2. Archfey Pact. The target takes 6d12 psychic damage on a failed save and is charmed for 1 minute, or half as much damage on a successful one and isn’t charmed. (Repeating the save anytime the creature takes damage). While charmed, a creature must use their action to dash until they are within 5ft of the caster. And use subsequent turns to move within 5ft of it. The creature is not hostile to the caster and doesn’t move into obvious danger.
3. Great Old One. The target takes 6d12 psychic damage on a failed save and is frightened for 1 minute, or half as much damage on a successful one and isn’t frightened. (Repeating the save when source of fear is out of sight).
4. Celestial. The target takes 6d12 radiant damage on a failed save, or half as much damage on a successful one. In the blast area you can choose up to your charisma modifier of creatures and heal them the number rolled instead of damaging them.
5. Undead/Undying. The target takes 6d12 necrotic damage on a failed save, or half as much damage on a successful one. You gain a number of temporary hit points equal to half the total damage dealt.
6. Hexblade. The target takes 6d12 force damage on a failed save, or half as much damage on a successful one. You can teleport up to your charisma modifier of creatures, to be within 5 feet of you if they failed their saving throw. If any creature is teleported in this manner you can use your bonus action to make one melee weapon attack.
7. Genie. The target takes 6d12 force damage on a failed save and is restrained for 1 minute, or half as much damage on a successful one and isn’t restrained. (Repeating the saving throw at the end of each turn).
8. Fathomless. The target takes 6d12 cold damage on a failed save and speed is halved for 1 minute, or half as much damage on a successful one and doesn’t have speed halved.
Previous Versions
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2/25/2021 10:19:28 PM
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5
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1
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Coming Soon
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