Base Class: Warlock
A Simp is a capricious force, a collection of people with whom you have a connection. Perhaps you were an entertaining jokester, a serious force of personality, or a hateable *******. Regardless, you have become the center of attention. If deities gain their power through worship, then you gain yours through viewership. Whether through ritual or pact, you forged this connection, and now your fate is intertwined with your audience. Of course, Simps are a fickle force, and are quick to abandon those that fail to fascinate them. So, be a rowdy game streamer, a flirtatious hottie, a righteous reporter, a director of Internet drama. Be anything, except boring.
Expanded Spell List
The Simp 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.
Archfey Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Always Online
Starting at 1st level, you can cast scrying once without expending a spell slot, replacing the material component with any smartphone screen, computer monitor, or similar display. You can't do so again until you finish a long rest.
Additionally, you learn the vicious mockery cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known. When you cast vicious mockery in this way, add your Charisma modifier to the damage it deals on a failed saving throw. Instead of dealing additional damage, vicious mockery consists of multiple insults when you reach higher levels: two insults at 5th level, three insults at 11th level, and four insults at 17th level. You can direct the insults at the same target or at different ones. A creature makes a separate save for each insult directed at it.
Simps Favor
At 1st level, you can attempt to sway your fickle Simps into granting you aid. As a bonus action, you can choose a Favor from the Simp's Favor table. Make a Charisma (Deception), Charisma (Performance), or Charisma (Persuasion) check against the Favor’s DC. On a successful check, the effects of that Favor occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
SIMP’S FAVOR FAVOR DC EFFECT
Cheer (10) You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Chat (12) You instantly cast the augury spell without material components.
Troll (15) You instantly cast the hex spell at 1st level without material components, and without expending a spell slot, on a creature within 90 feet of you. If the target drops to 0 hit points, the spell ends.
Dox (18) Choose a creature within 60 feet of you. You learn the creature’s damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Boost (20) One creature you can see other than yourself within 60 feet of you gains advantage on its attacks until the end of its next turn.
Donate (22) You magically create a nonliving object you’ve seen before in an empty space within 5 feet of you. The object can be no larger than a 1-foot cube and its credit value can’t be worth more than 3,000 times your warlock level. The DM decides if a specific item can be created in this manner, and its value. It vanishes after 1 hour.
Subscribe (25) You regain an expended spell slot from your Pact Magic feature. Once you regain a spell slot with this effect, you must finish a long rest before you can do so again.
Larger Than Life
At 6th level, you can exaggerate or accentuate your personality while surrendering your dignity or sanity. When you make a Charisma ability check you can choose to roll an additional d20 after you roll the die, but before the outcome is determined. You choose which of the d20s is used for theability check, and you take psychic damage equal to half your warlock level. Once you use this feature, you must finish a short or long rest before you can use it again.
Marathoner
At 10th level, you can ignore the effects of the exhaustion condition until you suffer level 6 exhaustion. At level 6 exhaustion, you die.
Additionally, you gain proficiency in Constitution saving throws.
Cult Of Personality
At 14th level, you can harness the unpredictable and dangerous passion your fandom has for you into a physical manifestation. As an action, you summon a Swarm of Fandom in an unoccupied space you can see within 60 feet of you. It is a swarm of tiny celestial, fey, or fiend creatures (your choice). The swarm disappears when it drops to 0 hit points, or after 1 minute.
Roll initiative for the swarm, which has its own turns. When you summon it and on each of your turns thereafter until your concentration ends (as if you were concentrating on a spell), you can issue a verbal command to it as a bonus action, telling it what it must do on its next turn. If you issue no command, it spends its turn pursuing and attacking the nearest creature that has damaged it. If you lose concentration, your control of the swarm ends for the rest of the duration, and the swarm spends its turns pursuing and attacking the nearest creatures to the best of its ability. As an action, you can dismiss the swarm, causing it to disappear. Once you use this feature, you must finish a long rest before you can use it again.
SWARM OF SIMPS
Large swarm of tiny creatures, chaotic neutral
Armor Class: (16)
Hit Points: equal to seven times your warlock level
Speed: fly 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 7 (-2) 6 (-2) 19 (+4)
Saving Throws: Str +9, Con +9
Damage Resistances: fire, poison, bludgeoning, piercing,
slashing
Condition Immunities: charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses: darkvision 60 ft., passive Perception 14
Languages: understands the languages you speak
-------------------------------------------------------------------------------------------------
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening
large enough for a Tiny creature. The swarm can't regain hit
points or gain temporary hit points.
Spam. The swarm babbles nonsensically. Each creature
within 10 feet of the swarm has disadvantage on the saving
throw it makes to maintain its concentration and can’t take
reactions.
--------------------------------------------------------------------------------------------------
ACTIONS
Multiattack. The swarm makes two Rabid Fury attacks.
Rabid Fury (swarm has more than half HP). Melee
Weapon Attack: +9 to hit, reach 0 ft., one target in the
swarm’s space. Hit: (4d8 + your warlock level) psychic
damage
Rabid Fury (swarm has half HP or less). Melee Weapon
Attack: +9 to hit, reach 0 ft., one target in the swarm’s space.
Hit: (2d8 + half your warlock level) psychic damage
Vitriolic Bile (swarm has more than half HP). The
swarm shoots acid in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity saving
throw, taking 6d6 + your warlock level acid damage on a
failed save, or half as much damage on a successful one.
Vitriolic Bile (swarm has half HP or less ). The swarm
shoots acid in a 60-foot line that is 5 feet wide. Each creature
in that line must make a DC 17 Dexterity saving throw,
taking 3d6 + half your warlock level acid damage on a failed
save, or half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/15/2022 4:30:00 PM
|
2
|
1
|
--
|
Coming Soon
|
Comments