Base Class: Warlock
When the fields of battle run red with blood and gore, the limbs of once brave knights devoured and the screams of broken foes fall silent, your patron smiles. Vaprak, Demigod of trolls, destruction and ruin, exists for one simple purpose: to eradicate every suitable enemy and foe he decides is worthy. Very rarely will he choose a mortal he believes has the strength of will to carry out duties such as his, but when he does, they become monstrous combatants. Fueled with the pure destructive will of their patron, they become able to augment their strength to incredible heights, shrug off mighty blows, consume others to keep themselves fighting and even regenerate lost limbs.
Expanded Spell List
The Destroyer 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.
Destroyer 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 |
Ambassador of the King Eater
Starting at 1st level, your destructive patron commands you to be an emissary of his will, rallying the strong and the bold behind your fist. You gain proficiency with Medium Armor and Martial Weapons.
In addition, you automatically know how to speak, read and write Giant, Goblin and Orc.
Might of Vaprak
At 1st level, you can channel the strength of the almighty Vaprak to empower your blows. When you make a melee attack, you can expend a use of this ability to send them flying back. If you hit them, they must make a Strength saving throw, taking 1d8 damage of the attack's type and being pushed back 20 feet on a fail, and only taking the 1d8 damage on a success. If they fail, the spaces they move through become nonmagical difficult terrain if they are touching the floor. When you reach 10th level in this class, the damage increases to 2d8.
You can use this ability an amount of times equal to your proficiency bonus per short rest.
Flesh Eater
At 6th level, your appetite and drive to hunt grows exponentially, altering your capabilities. You now have advantage on Wisdom (Perception) checks that rely on smell. You gain razor-sharp teeth, and can use them to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Charisma modifier magical piercing damage, instead of the bludgeoning damage normal for an unarmed strike. You can use Charisma to calculate the roll to hit instead of Strength or Dexterity.
When you are within 5 feet of a creature that is at 0 hit points, you can use your action to feed on them. Make a Troll's Bite attack against the creature, and if it hits you regain hit points equal to your Charisma modifer + your proficiency bonus. You can use this ability a number of times equal to your Charisma modifier per short rest.
You also gain immunity to poison damage and the Poisoned condition.
Defiance
At 10th level, the will of your patron can mainfest as bouts of strength, durability and skill. you can attack twice, instead of once, whenever you take the Attack action on your turn. When you make a Strength, Dexterity or Constitution ability check or saving throw, you can add your Charisma modifer to the roll. You must do this before the outcome is known to you.
You can do this a number of times equal to your Charisma modifer (minimum of once) per long rest.
In addition, you gain twice proficiency with Strength saving throws.
Unconquerable
At 14th level, the blood of your patron flows through you, knitting your flesh back together and keeping you fighting for Vaprak's glory. You regains hit points equal to half your warlock level (rounded down) at the start of your turns. If you take acid or fire damage, this trait doesn't function at the start of your next turn. This ability does not function if you start your turn with 0 hit points. You can regrow limbs with this ability, except your head, taking 1d6 + 1 days to regrow them fully.
In addition, when you take damage of a type that isn't acid, fire or psychic, you can use your reaction to gain resistance to it. This includes the triggering instance, and you can wield multiple at once. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest, and they will persist until you complete a long rest.
Previous Versions
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12/14/2022 5:25:44 PM
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