Warlock
Base Class: Warlock

You have sold your soul to Noodle, a wise old pug with the ability to tell the future and read the vibes of the universe. Although a pug is an unorthodox divination method, Noodle has countless cultists who swear by his prophetic powers.

(This subclass has not be playtested, and is probably not very well balanced. Use at your own risk.)

 

Coordinating Day Types

If your game includes multiple warlocks of Noodle, whether it is a bones or a no bones day should be the universal for all of them. You may decide to have the day type be rolled at dawn instead of the end of each long rest.

If one or more of these warlocks has the Jonesin' For Bones ability, their request to Noodle only effects what benefits that individual experiences. For lower level warlocks, it is still randomly determined.

Expanded Spell List

Noodle 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.

Noodle the Pug Expanded Spells

Spell Level Spells

1st

tasha's hideous laughter

2nd

augury

3rd

stinking cloud

4th

divination

5th

commune

Bonus Spells

At 1st level, you know additional spells depending on whether it is a bones day or a no bones day. If it is a bones day, you know the spells on the Bones Spells table. If it's a no bones day, you know the spells on the No Bones Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Bones Spells

SPELL LEVEL SPELLS

1st

heroism

2nd

aid

3rd

beacon of hope

4th

freedom of movement

5th

greater restoration

 

No Bones Spells

SPELL LEVEL SPELLS

1st

sleep

2nd

calm emotions

3rd

bestow curse

4th

phantasmal killer

5th

antilife shell

Bones or No Bones

Starting at 1st level, your fortune for the day is dependent on whether Noodle the Pug has bones or not. When you finish a long rest, roll a d20 to determine what kind of day it is. On a 10 or lower, it's a no bones day. On an 11 or higher, it's a bones day.

Bones Day. You are blessed with good fortune, energy, and the motivation to make the most of today. While it is a bones day, you gain the following benefits:

  • Your attack rolls score a critical hit on a 19 or 20.
  • You can use your bonus action to give yourself advantage on the next ability check or attack roll you make. You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

No Bones Day. Bad luck is in the air. You know to take it easy, play it safe, brace yourself for disaster, and redirect that unfortunate energy onto your enemies. While it is a no bones day, you gain the following benefits:

  • You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.
  • When a creature within 30 feet of you makes an attack roll or ability check, can use your reaction to give it disadvantage on the roll. You must do this before the roll is made. You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this ability when you finish a long rest.

Treat Yourself

At 6th level, you listen to Noodle's advice to be kind to yourself, and the way you do so depends on the energy of the day. When you finish a short or long rest, you can choose to gain one of the following benefits depending on the type of day. Once you use this feature, you can't use it again until you finish a long rest.

Bones Day. You accept a little extra magic from Noodle, making you feel energized and ready to go. You gain one additional 1st level spell slot, which you can use to cast Warlock spells. This spell slot goes away at the start of your next short or long rest.

No Bones Day. You make a point to rest up a little extra, and encourage your friends to do the same. You and up to 3 allies who rested with you gain temporary hit points equal to your warlock level + your Charisma modifier.

No Bones About It

Everyone thought you were crazy for structuring your day around whether an old pug stands up in the morning or not, but starting at 10th level, you start convincing people to take you seriously. As an action, you can announce that it's a Bones or No Bones day. Creatures of your choice within 30 feet of you that can hear you must make a Wisdom saving throw against your spell save DC. If you lie about what type of day it is, all creatures have advantage on the saving throw. Creatures immune to being charmed automatically succeed. Once you use this ability, you can't use it again until you finish a long rest.

The effect depends on whether you say it's a bones day or a no bones day.

Bones Day. Hearing about this good fortune, a target that fails its saving throw puts itself at ease and lowers its defenses. The creature's AC decreases by 2, and it subtracts 1d4 from every attack roll it makes for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect.

If it failed its initial saving throw by 5 or more, it becomes charmed by you for 1 minute, and considers you the bearer of good news. While charmed, the creature will waste its action every turn celebrating or treating itself to something nice. A creature charmed in this way can't repeat its saving throw at the end of each of its turns. The charmed condition ends if the creature takes damage, or if you or one of your allies targets it with an attack or harmful effect.

No Bones. A target that fails its saving throw becomes disheartened after hearing that the world is stacked against it today. An affected creature has its speed halved, can't take reactions, and subtracts 1d4 from every ability check it makes for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect.

If it failed its initial saving throw by 5 or more, it becomes indifferent to any conflict around it, and will decide it's not worth trying today. For 1 minute, it must spend its turn falling prone (if it is not prone already) and relaxing. An indifferent creature can't repeat its saving throw at the end of each of its turns. The indifference ends if the creature takes damage, or if you or one of your allies targets it with an attack or harmful effect.

Jonesin' For Bones

Starting at 14th level, Noodle will begin to listen to your pleas for a bones or no bones day. When you finish a long rest, you can choose if it is a bones or a no bones day. If you use this ability two or more days in a row, there is a cumulative 25 percent chance that the type of day will be determined randomly instead.

Additionally, you know all the spells on both the Bones and No Bones spell lists, regardless of the type of day.

Previous Versions

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Noodle The Pug Image

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