Base Class: Warlock
From the unfathomable reaches of the deepest Void, Umbrazael beckons. The Horror of the Void hungers, and charges its disciples with the task of feeding it through destruction and sacrifice. Those who would seek an endowment of its formidable power will find themselves fighting the corrupting influence of fel magic, lest they be consumed by it entirely. In the end, most are. One's own life may fuel its fel power, but for a warlock to survive and thrive in Umbrazael's service, they must master siphoning the life of their enemies. Or even innocents and allies, if necessary.
Expanded Spell List
Umbrazael 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.
Umbrazael, Horror of the Void Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Fel Magic
Starting at 1st level, when you deal fire, necrotic, acid, or psychic damage to another creature, regain hit points equal your Charisma modifier (minimum of 1). Additionally, if you would deal radiant damage, you deal necrotic damage instead.
Fueled by Life
Starting at 1st level, as a bonus action you can sacrifice hit points equal to your Charisma modifier + your warlock level (minimum of 1) to empower your next damage-dealing attack or spell in the same turn, dealing additional damage equal to twice your Charisma modifier + your warlock level (minimum of 1).
Hunger for Power
Starting at 6th level, you can cast vampiric touch without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Cannibalise
Starting at 10th level, as a bonus action you can take 1 level of exhaustion to recover 1 spell slot.
Fel Harvest
Starting at 14th level, you can use this feature as an action to drain the life from creatures of your choice you can see within a 30-foot cone in a direction of your choice. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Gain temporary hit points equal to the total damage dealt.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Jun 20, 2019That is an excellent point. Excluded, or greatly reduce the effectiveness, such as if the spell level factored into the self-healing instead of the Charisma modifier. Self-healing for 1+Spell Level would make higher-level spells more effective, while also reducing the self-healing impact of spamming cantrips.
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Posted Jun 15, 2019Really like the direction this is going in. Some concern that Fel Magic's self-healing may be too strong. Should it be something like "when you deal fire, necrotic, acid, or psychic damage to another creature, using a spell level 1 or above" (i.e. cantrips are excluded)? Just a thought. Curious to see future versions.
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Posted Mar 26, 2019Considerations for possible changes in the next version: