Warlock
Base Class: Warlock

Once a mortal pyromaniac, Jerry has now ascended to the power of a deity. He is the incarnation of pyromaniacal wrath, bringing fiery destruction to all his foes.

Expanded Spell List

Jerry 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.

You also learn the fire bolt cantrip, which counts as a warlock spell for you but doesn't count against the number of cantrips you know.

Jerry Expanded Spells
Spell Level Spells

1st

burning hands, absorb elements

2nd

Aganazzar's scorcher, scorching ray

3rd

fireball, Melf's minute meteors

4th

fire shield, wall of fire

5th

flame strike, immolation

Pyromaniacal Blessing

Starting at 1st level, when you deal fire damage to a creature and reduce it to 0 hit points, you gain advantage on the next attack roll or saving throw you make before the end of your next turn.

Flames of Jerry

Starting at 6th level, your connection to Jerry grows, granting you more of his fiery power. You gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

Jerry Hive

Starting at 10th level, you can bestow some of your power on your allies, bringing them and yourself closer to Jerry. As an action, you can choose up to 5 other willing, non-hostile creatures within 30 feet of you. While you are within 300 feet of each other, you can communicate telepathically with the chosen creatures, and they can communicate with you and with each other. In addition, when one of the chosen creatures you can see is hit by a melee attack while within 120 feet of you, you can use your reaction to interpose a momentary shield of flames between the attacker and the target of the attack. The attacker must succeed on a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save or half as much on a success. The damage of the attack is also reduced by an amount equal to the fire damage dealt to the attacker. Any chosen creature that goes further than 300 feet from you loses this benefit until you use it again.

These benefits last for 1 hour or until you dismiss them as an action. Once you use this feature, you cannot use it again until you take a long rest.

Jerrybomb

Starting at 14th level, you can create a massive, fully Jerry-approved explosion. As an action, you erupt with flames, which extend 60 feet in all directions from you and around corners, but not through total cover. Each creature within that area, except creatures under the effects of your Jerry Hive feature, must make a Dexterity saving throw, taking 6d8 fire damage on a failed save or half as much on a successful save. This explosion ignores resistance to fire damage.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2021 4:59:07 PM
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