Warlock
Base Class: Warlock
In moments of great desperation, moments where you might feel lost, defeated and destroyed, your life could change. Perhaps you call upon a deity, praying for any help you can get. Perhaps you have given up hope completely, waiting for the sweet release of death. No matter the cause, in moments such as these, you can be certain that Darkheart is present. Watching and listening, it surveys you and your potential. For some fortunate (or unfortunate) souls, it may present itself, along with an offer. Seeing the futility of your situation, it promises you whatever it is that you lack, whether it be coin, love or power. In return it asks only of your servitude. If you accept, your soul now belong to the Darkheart for it grant's you a piece of itself, a piece of its power. 
 
A person who becomes a warlock of The Darkheart turns its depression and defeated outlook into anger and vengeance. They wish to see revenge against those or that that put them in the position that they are in. Additionally, a warlock of The Darkheart are eternally bound in servitude. If a warlock of The Darkheart dies and their body is not doused in holy water and ignited until nothing but ash remains, their body reforms, a husk of it former self. This reformation takes 20+1d12 days. 

Expanded Spell List

The Darkheart 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.

Darkheart Expanded Spells
Spell Level Spells

1st

bane, inflict wounds

2nd

heat metal, Tasha's mind whip

3rd

bestow curse, Melf's minute meteors

4th

Fire shield, ice storm

5th

cloudkill, flame strike

Spellrage

 At 1st level you gain the ability to unleash your anger to benefit your spellcasting. As a bonus action you unleash your pent-up fury and enter into a Spellrage, gaining the following benefits:
 • Once per turn, whenever you miss with a Warlock spell that requires an attack roll, you can use your reaction to reroll the attack. 
 • You gain a bonus to saving throws against spells equal to your Charisma modifier.
 • Whenever you deal damage with a Warlock spell that is not a cantrip, you may add your Charisma modifier to the damage of the spell.
Spellrage lasts for 1 minute, until you take a bonus action to end it or if you fall unconscious. You can use Spellrage a number of times equal to your profiency bonus and you regain all expended uses on a long rest.

Voidsight

At 6th level, you gain the ability to peer beyond the vision of your mortal eyes. As an action you can enter a catatonic state where you are blinded, deafened and incapacitated. While in this state, your consciousness extends for 120 feet as long as there is not at least an inch of lead in the way. Within that range you can sense any creature, their movement and size category.

 

This feature lasts for 1 minute or until you dismiss it as an action. You may use it a number of times equal to your Charisma modifier and you regain all expended uses on a long rest.

Improved Spellrage

 At 10th level, your Spellrage improves. Whenever your Spellrage is active, you now also gain the following benefits:
  • You gain resistance to all damage caused by spells.
  • Additionally, a vengeful aura of dark magic now surrounds you as you rage. Whenever a creature that you can see harms you, the shadows lash out at them and mark them. So long as they are marked, you have advantage on attack rolls against them and they have disadvantage on saving throws against your spells.

Dark Vengeance

Starting at 14th level, whenever you take damage, you may use your reaction to gather and eventually unleash your rage upon your enemies. If you do, a deep shadow starts to flow across your body. Every time you take damage at this point, the shadows flitter and grow more violent. At the start of your next turn, you may teleport to any location within 30 feet of you that you can see. As you do, the shadows around your body erupt. Every creature within 20 feet of you needs to make a Dexterity Saving Throw or take force damage equal to 4d12 + the damage you took since you used this reaction. 

 

If you fall unconscious or die while the shadows are growing, they erupt at the start of your next turn without you teleporting. This ability may be used twice per long rest and always ends your Spellrage when used.

Comments

Posts Quoted:
Reply
Clear All Quotes