Warlock
Base Class: Warlock

While most warlocks have a single, powerful patron which grants them their powers, warlocks of the Horde gain their magic from many creatures with much less power, such as a Kobold tribe. These warlocks are often considered a deity or a leader by their horde, and accordingly are usually treated with great respect by the horde.

Horde Extended Spells

  1.  Goodberry, Earth Tremor
  2. Animal Messenger, Locate Object
  3. Conjure Barrage, Tiny Servant
  4. Polymorph, Arcane Eye
  5. Conjure Volley, Insect Plague

Common Knowledge

Beginning at 1st level, the creatures of your tribe teach you their skills. You gain proficiency in a skill or tool of your choice. You may switch the tool or skill you chose with another tool or skill at the end of a long rest. You also learn one language associated with the creatures in your horde.

 

Helpful Mob

At 6th level, you can call forth a mob to fight with you as an action. The mob fights for 1 minute or until you dismiss it as a bonus action. It surrounds you in a circle with a 15-foot radius. While the mob is active, you may choose one of the following things to happen at initiative count 20, so long as you are able to speak. If you are incapacitated, a random creature within range is targeted by Swarming Mob.

  • Swarming Mob Make a spell attack roll against a creature within the area of the mob. On a hit they take 1d10 + your Charisma modifier nonmagical bludgeoning, piercing or slashing damage
  • Protective Mob Choose a target within the area of the mob, which can be you. That target gets a bonus to its AC equal to your Charisma
  • Distracting Mob Target a creature within the area of the mob. That creature has disadvantage on ability checks on its next turn. Additionally, if it is concentrating on a spell, it must make a saving throw to maintain concentration.

You may use this feature once per long or short rest. Alternatively, you may expend a Warlock spell slot to use this feature after you have expended all uses of it.

Pack Leader

At 10th level you have appointed a leader in your pack. The radius of Helpful Mob increases to 25 feet, and you can command the mob while incapacitated. Additionally, when you are not incapacitated, you may target two creatures with Helpful Mob.

Group Conduit

At 14th level you may cast a spell as if you were in any space within your Helpful Mob. Additionally, your Helpful Mob radius increases to 30 feet and it gains the following benefits.

  • Swarming Mob The damage increases by 1d10, and the damage dealt by it is considered magical.
  • Protective Mob The target gains 1d10 + your Charisma modifier Temporary hit points and has advantage on saving throws to oppose being forcibly moved.
  • Distracting Mob The target has disadvantage on its first attack roll this round and has disadvantage on the saving throw made to maintain concentration that is forced by this feature.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2022 4:54:14 PM
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