Warlock
Base Class: Warlock

A commoner gains access to a magical battery one way or another, becoming a soul battery warlock. 

This battery holds an unwilling incorporeal celestial within itself and draws out the innate power of the celestial being. This power is then channelled through the body of the new warlock. The power that is channelled through the warlock is overwhelming to a corporeal being and causes physical exertion to the caster. 

The warlock's ability to cast spells is reliant on their ability to withstand the channelled power; this causes their spell casting stat to be their constitution. 

This also allows for the warlock to fill a more mid-tank role of the party; where they have a high health pool but lack a naturally high armour class. 

Overcharge

When a spell is cast, the warlock may choose to expend their bonus action to supercharge said spell. 

If they so choose the spell is improved/adapted in one of two ways.

Option 1: The spell's effectiveness is increased by d4 = half of their warlock level. (lvl 4 warlock = +2d4) (a minimum of 1d4 added)

Option 2: They may change the damage type / provided resistances. 

This feature may be used as many times as their proficiency bonus and the uses recharge after a short rest. 

 

 

Recharge

As an action, the warlock may recover spell slots = half of their warlock level. (Level 4 = 2 lvl 2 spell slots)

They may use this function as many times equal to their proficiency bonus per long rest.

Direct Current

As an action, the warlock now may choose to grant their celestial energy to allies or attempt to drain further power out of enemies. 

Allies:  The warlock channels their energy to their allies within 20 feet of them. All allies gain temporary hit points equal to the warlock's spell casting attack bonus. 

Enemies: The warlock forces all enemies within a 20 feet cone to make a constitution saving throw against the warlock's spell save DC. If they fail the saving throw, they suffer 1 point of exhaustion. Additionally, if the warlock had points of exhaustion, these are removed.

The warlock may use this feature as many times as their constitution modifier (16 constitution = 3 uses per long rest) 

Natural Resistance

At the start of a day, the warlock gains Immunity to a type of damage if it originates from a spell/magic. Roll a d10 at the start of each day. 

1: Fire

2: Cold

3: Lightning

4: Thunder

5: Poison

6: Acid

7: Psychic 

8: Necrotic 

9: Radiant 

10: Force

Self Revive

When the warlock is knocked down to 0 hit points, instead of going down their battery shocks them. The warlock makes a constitution saving throw DC of 16. If they are successful, they remain standing on 1 hit point. 

This may be done as many times as the warlock's Constitution modifier (con 16 = 3 uses)

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/30/2021 4:15:14 PM
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