Base Class: Warlock
This is filler till I feel like re-writing this for a fifteenth time.
Expanded Spell List
The Salt gives it's user the ability to 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.
Salt Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | magic missile, ice knife |
| 2nd | melf's acid arrow, web |
| 3rd | lightning bolt, haste |
| 4th | wall of fire, ice storm |
| 5th | cloudkill, immolation |
A Volatile Reaction
Because of the volatile nature of the salt, nothing is certain while casting spells utilizing this energy. Thus, any time you cast a spell, you must roll 1d10 to determine it's nature.
- Acid
- Cold
- Fire
- Force
- Lightning
- Necrotic
- Poison
- Radiant
- Thunder
- Force, add 10 damage to the spell cast.
The Chaos of Volatility
At 6th level, you’ve imbibed so much of the arcane salts that your body starts to react in strange ways. Everytime you cast a spell, roll a d20. On a 7 or lower, you must roll on the chaos table. If you roll a 1, roll on it twice.
1d30:
- caster and target switch positions.
- You can see invisible creatures.
- you can see 5’ into the ethereal plane for 1 hour.
- you explode with plant growth.
- cast fireball at 3rd level centered on yourself.
- the next time you speak, you breathe a 30’ cone of fire.
- cast confusion centered on yourself.
- cast thunderwave at 3rd level.
- regain 5 HP on each of your turns for 1 minute.
- Grow a long beard of feathers till you sneeze.
- cast grease centered on yourself.
- a mature oak shoots up from the ground at a point chosen up to 60’ away.
- your skin turns vibrant blue until a long rest is taken.
- caster can only speak in sylvan until a long rest is taken.
- you grow a third eye for 1 minute, gaining advantage in perception and investigation checks.
- you lose your next round in combat and vomit 1d100 sp.
- you teleport up to 60 feet to an unoccupied space.
- the next spell cast deals maximum damage.
- you can mimic one targets voice perfectly for the next 24 hours.
- you grow antlers, they are shed after 24 hours.
- caster and target flung 10’ away from eachother.
- regain 2d10 HP.
- gravity reverses in a 30’ radius until the start of next turn.
- the spell ricochets off of it’s initial target to a random creature within 30’.
- Regain a spell slot.
- Cast invisibility on 1d4 creatures.
- cast fly on a random creature.
- everything within 30’ of you is pulled 10’ closer to you.
- Cast fog cloud centered around yourself.
- You gain the benefits of a long rest and then immediately gain 1 level of exhaustion and take 3d6 poison damage and are poisoned.
The Salt Must Flow
Beginning at 10th level, you have gained the ability to push the salts to the limit of their arcane power flowing through your veins to spectacular results. You can gain a level of exhaustion to increase the damage die of your spells.
i.e. if the damage die for your spell is 5d6, it is changed to 5d8. If the spell has a continuous effect on subsequent rounds of combat, like witchbolt, it does not change the damage die for those subsequent rounds. Only the initial casting of the spells damage die is changed.
Salt The Wound
At 14th level, you've mastered the ability to hone your control over the salts, gaining the ability to more accurately focus your spells. Once a long rest, you can change a spell with an area of effect to a single target spell and deal the maximum damage possible on the die roll. i.e, a 3rd level fireball spell would deal 42 fire damage to a single target instead of 8d6 to a 20' area of effect.
Additionally, because of your now honed ability, whenever you roll on the Chaos Table, you can choose to roll twice and pick between the rolled effects. If you rolled a 1, roll three times on the chaos table and choose two of the rolled effects.