Warlock
Base Class: Warlock

Warlocks who have made a pact with the crimson king aren’t just making a pact with one patron but a court of mysterious entities with the leader possessing the title of ‘The Crimson King’. Weather influential nobles or heroes who want to overthrow corrupt rulers and take their position for themselves, warlocks who make this pact are usually individuals who strive for unimaginable power and want to rule unchallenged.

Epitaph

You can channel the eldritch power of your patron to see the events in the life of a creature that has died. When you touch the body of a dead creature that has been dead for no longer than 24 hours, you can use your action to recall the events that happened in it’s life time 24 hours before it’s death.

You can do this an amount of times equal to your proficiency bonus per long rest.

King’s Guard

When you or an ally takes damage you can use your patron’s power to lessen the damage taken. As a reaction to you or an ally within 10ft of you taking damage you can create a ward to absorb the damage from the attack. The ward has hit points equal to twice your warlock level + your charisma modifier. Once the ward reaches 0 hit points it disappears.

You can only summon one ward once per long rest.

Immortal Reign

While you are on the brink of death your patron can possess your body so you can temporarily survive for a few more moments. When your hit points are reduced to 0 you are not knocked unconscious, but you must still make death saving throws and suffer all the normal effects of taking damage while at 0 hit points. At the beginning of each of your turns whilst in this state you mist make a charisma saving throw to remain in this state. Each time you succeed this save the next time you have to make this save you take a -5 penalty to the roll. If you fail the save, you suffer all the normal effects of being reduced to 0 hit points. The following also apply:

  • You cannot speak.
  • Critical hits against you in this state count as one failed death saving throw instead of 2.

Court of the Crimson King

As a bonus action you can channel your eldritch magic into summoning a member of the crimson king’s court to aid you in battle. The entity had the following statistics and shares your initiative but takes its turn immediately after yours. On it’s turn it will take the dodge action unless you use your bonus action to tell it otherwise. The entity will stay in existence for a minute unless you dismiss it, it drops to zero hit points or you become incapacitated. When you summon the entity roll a d6 to determine which member of the court you have summoned.

You can only use this feature once per long rest.

Medium Aberration, Unaligned
Armor Class 10 + twice your charisma modifier (natural armor)
Hit Points A number of d10 equal to your warlock level 
Speed 40 ft., fly 40 ft. (Hover)
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +12, WIS +11, CHA +12
Skills Perception +11
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Proficiency Bonus+5

Magic Resistance. The entity has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Entity makes a number of attacks equal to half your proficiency bonus

Eldritch Strike. Melee Weapon Attack:+12 to hit, reach 5 ft., one target. Hit: 21 (5d8) force damage plus 22 (5d8) force damage.

D6

Entity summoned

1

The Purple Piper

2

The Keeper of Keys

3

The Fire Witch

4

The Black Queen

5

The Yellow Jester

6

The Crimson King

 

The Purple Piper

Song of Solemnity. When you summon this entity, creatures within 10ft of you must make a charisma save. If they succeed nothing happens but if they fail, they cannot cast or concentrate on spells (excluding yourself). All magic effects created by a spell are nullified and creatures concentrating on a spell automatically fail their save to continue concentrating.

 

The Keeper of Keys

Key Keeper’s Binding. When you summon this entity, choose one creature you can see. This creature must make  a wisdom save. If it succeeds nothing happens but if it fails, it becomes paralysed for one minute

 

The Fire Witch

Wrath of the Witch. When you summon this entity, a 30ft fiery aura emerges from your location. At the start of every turn a hostile creature spends within this aura, it takes fire damage equal to your charisma modifier.

 

The Black Queen

Royal Banishment. When you summon this entity, choose one creature that you can see. It must make a charisma save or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there for one minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane.

 

The Yellow Jester

String Puller’s Manipulation. When you summon this entity, every hostile creature within 45ft of you must make a wisdom save. If they succeed nothing happens but if they fail they become charmed or frightened of you (your choice) for one minute.

 

The Crimson King

Temporal Reign. When you summon this entity, time immediately slows down. While this is active you gain an additional action on your turn and double your speed until the end of the turn.

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