Warlock
Base Class: Warlock

A planet devouring Tower crosses the multiverse, it deems a Guardian with great power in order to defend it as it feeds.

Expanded Spell List

The Tower patron 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.

The Tower Expanded Spells

Spell Level Spells
1st sanctuary
2nd arcane lock
3rd meld into stone
4th private sanctum
5th passwall

Dimensional Spellcasting

Starting at 1st Level you gain 1 Universal Spell Slot that can be used to cast any spell you know at your Highest level Spell Slot. At the start of each of the your turns, roll a d10. If the result is 8 or Higher, you regain the Spell Slot. You can only regain 1 plus your Charisma bonus in Spell Slots this way per a long rest.

Dimensional Dominion

At 1st level, you acquire the commanding presence of the Tower.

The influence of your patron allows you to mystically channel it's ability to cross realms. When you acquire this feature choose 1 Monstrosity, Beast, Aberration, or Undead. Whenever you finish a long rest, you can summon one creature of the chosen type with a CR Equal to or less than half your proficiency bonus. The summon lasts until you finish a short rest, at which point the summoned creature dissolves into a mass of pus and ooze.

During combat the summoned creatures are friendly to you and your companions. Roll initiative for the summoned creature, which has it's own turn. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions that is not normal for the creatures behavior.

The DM has the creatures' statistics and decides what is normal behavior for the creature.

Armor of Time

At 10th level, your have grown more powerful with the abilities of the Tower and can use it's dimensional properties to bend time within a moment. If a creature hits you with an attack roll, you can use your reaction to roll a Hit Dice and reduce the attack roll by the result of your Hit Dice, potentially changing the fate of the attack.

Master of the Tower

Starting at 14th level, you gain the ability to call upon the planar abilities of the Tower. As an action, you choose a point within 30 feet of you, the Tower tears through reality, manifesting a measure of its strength. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest.

Transport. 

You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral spirits and yanked through another realm. The spirits teleport you and the chosen creatures to a point of your choice within 1000 miles that you have visited within the past 24 hours. The spirits then vanish.

 
Fury. 

You can direct a barrage of spectral spirits to issue forth and strike all creatures you can see within 120 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d4 necrotic or psychic damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The spirits then vanish.

Previous Versions

Name Date Modified Views Adds Version Actions
9/19/2022 7:55:02 PM
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1
Beta
Coming Soon
9/19/2022 7:56:29 PM
12
1
Public Beta 2
Coming Soon

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