Warlock
Base Class: Warlock

Cyanea's Boon: At 1st level, your service to your patron has afforded you the following boons. You gain the dancing lights cantrip, it counts as a Warlock spell for you and doesn't count against spells known. Additionally, you can speak to jellyfish as if you were under the effects of the Speak with Animals spell.

Field of Tendrils: Also at 1st level, as an action, you can extend your patrons limitless tendrils to surround you in a 15ft. radius for 1 minute. Each time a hostile creature enters this area or attempts to move more than 5ft. while in this area they must make a Dexterity saving throw. On a failed save, the tendrils begin to ensnare the creature. The creature suffers effects as listed below correlating to the number of these saving throws they have failed. If a creature leaves this area they will recover by 1 save for each turn they end outside this area.
    Saved Failed Effects:
    1) The creature takes 1d4 poison and 1d4  lightning damage and at the end of each of their turns they take this damage again.
    2) The creature is poisoned.
    3) Creatures have disadvantage on Dexterity  saving throws.
    4) The creature is restrained.
You can use this feature once and regain all uses upon finishing a long rest.

Man O'War: At 6th level, when you cast a warlock spell you can change its damage type to lightning or poison damage and if you do and that spell forces a saving throw, creatures who fail that saving throw count as if they had failed a saving throw from you Field of Tendrils Feature.
You can use this feature a number of times equal to your Charisma modifier and regain all uses upon finishing a short or long rest.

Bell Shield: At 10th level, you gain resistance to lightning and poison damage and have advantage on saving throws against being poisoned.
Additionally, while you have your Field of Tendrils active, spells you cast with a range of touch have their range extended to the range of your Field of Tendrils.

Beast Channeling: Dress of Infinite Stingers: At 14th level, you have gained great understanding and control over the power your patron holds and you can now begin to channel even greater power from your patron. As an action, you can enter a special transformation that lasts for 1 minutes. While in this state a large jellyfish looms over you draping you in stingers. While in this transformation you gain the following benefits;
    1) You use your Field of Tendrils feature without expending a use, its range increases to 30ft and it lasts for the duration of this transformation.
    2) Creatures automatically fail the first saving  throw for your Field of Tendrils feature.
    3) If a creature within your Field of Tendrils dose not move on their turn they must make a Wisdom saving throw. On a failed save they move 5 ft. towards you.
You can do this once per long rest.

Eldritch Invocations:
    Stinging Blast: Prerequisite; eldritch blast, 11th level. If a creature is hit by at least 3 beams from yu eldritch blast cantrip it must make a Constitution saving throws. On a failed save, the creature is stunned until the end of your turn.
    Spell Jamming: Prerequisite; 3rd level. Creatures within your Field of Tendrils feature have disadvantage on CON saving throws to maintain concentration on spells.
    Feral Form: Prerequisite; 3rd level. You gain the ability to as an action, wildshape into the same creature as your patron You can do this once per long rest.
    Majestic Form: Prerequisite; 16th level. You gain the ability to as an action, wildshape into the majestic creature associated with your patron. You can do this once per long rest.
    Beast Fangs: Prerequisite; Pact of the Blade. You gain a natural weapon from you patron, which you can use to make unarmed strikes. If you hit with them, you deal slashing, piercing, or bludgeoning damage (you choice when you gain this invocation) equal to 1d8+ you CHA modifier.
    Perfect Beast Channeling: Prerequisite; 18th level. When you use your Beast Channeling Feature you gain these additional effects;
    1) You gain +1 CHA ability checks and saving throws
    2)The duration of you transformation increases to 10 minutes
    3) The spell Regenerate is cast on yourself with you as the caster.

Expanded Spell List

1st-level Ancient Beast: The Jellyfish feature

The Ancient Beast: The Jellyfish 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.

Ancient Beast: The Jellyfish Expanded Spells
Spell Level Spells
1st  beast bondensnaring strike
2nd   animal messenger, detect thoughts
3rd   conjure animals, lightning bolt
4th   guardian of nature, aura of purity
5th   commune with nature, telekinesis

Cyanea's Boon

At 1st level, your service to your patron has afforded you the following boons. You gain the dancing lights cantrip, it counts as a Warlock spell for you and doesn't count against spells known. Additionally, you can speak to jellyfish as if you were under the effects of the Speak with Animals spell.

Field of Tendrils

Also at 1st level, as an action, you can extend your patrons limitless tendrils to surround you in a 15ft. radius for 1 minute. Each time a hostile creature enters this area or attempts to move more than 5ft. while in this area they must make a Dexterity saving throw. On a failed save, the tendrils begin to ensnare the creature. The creature suffers effects as listed below correlating to the number of these saving throws they have failed. If a creature leaves this area they will recover by 1 save for each turn they end outside this area.
    Saved Failed Effects:
    1) The creature takes 1d4 poison and 1d4 lightning damage and at the end of each of their turns they take this damage again.
    2) The creature is poisoned.
    3) Creatures have disadvantage on Dexterity saving throws.
    4) The creature is restrained.
You can use this feature once and regain all uses upon finishing a long rest.

Man O' War

At 6th level, when you cast a warlock spell you can change its damage type to lightning or poison damage and if you do and that spell forces a saving throw, creatures who fail that saving throw count as if they had failed a saving throw from you Field of Tendrils Feature.
You can use this feature a number of times equal to your Charisma modifier and regain all uses upon finishing a short or long rest.

Bell Shield

 At 10th level, you gain resistance to lightning and poison damage and have advantage on saving throws against being poisoned.
Additionally, while you have your Field of Tendrils active, spells you cast with a range of touch have their range extended to the range of your Field of Tendrils.

 

 

Beast Channeling: Dress of Infinite Stingers

 At 14th level, you have gained great understanding and control over the power your patron holds and you can now begin to channel even greater power from your patron. As an action, you can enter a special transformation that lasts for 1 minutes. While in this state a large jellyfish looms over you draping you in stingers. While in this transformation you gain the following benefits;
    1) You use your Field of Tendrils feature without expending a use, its range increases to 30ft and it lasts for the duration of this transformation.
    2) Creatures automatically fail the first saving throw for your Field of Tendrils feature.
    3) If a creature within your Field of Tendrils dose not move on their turn they must make a Wisdom saving throw. On a failed save they move 5 ft. towards you.

You can do this once per long rest.

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