Base Class: Warlock
This Litch Warlock subclass is meant to reflect the Litch from Adventure Time rather than your typical dnd Litch. Many of the abilities reference the show such as the words of power, however, I have tried to balance it and put my own spin on things. Each of your Patron abilities will scale as you level up, hopefully meaning you'll rarely feel underpowered. This subclass isn't designed to give you a very high regular damage output but rather destroy your enemies' action economy. Those who takes this subclass are more than likely going to be some sort of support for the party, dishing out conditions on enemies such as paralysis and unconsciousness, giving your allies a much needed advantage. The abilities are also limited in use, meaning you have to commit to certain ability scores and such to unlock the subclass's full ability. I haven't got any multiclass options as of yet though in the future I may think of something to add. If you have any questions or recommendations for the subclass please do let me know. I intend to regularly check this subclass for any changes I believe it needs though feedback would be much appreciated. I hope you enjoy using this subclass!! <33
Words of Power
At 1st level you patron grants you with the ability to subdue enemies with one worded commands. Unlocking this feature grants you access to a number of commands that can be used in combat. These are as follows:
- Fall - Enemies who fail a Wisdom saving throw go prone. This effect lasts for 1 rounds combat unless one of their allies uses the Help action on them, in which case the effects are removed and they are back in the fight. On a successful save the target isn't affected by the spell, but has disadvantage on their next roll.
- Burn - You create a circle of green fire that emits from you in a 30ft radius sphere. All creatures within that range must make a Dexterity saving throw. On a failed save the creature takes 2d10 fire damage and has the poisoned condition. On a successful save the damage is halved and they are not affected with the poisoned condition.
- Stop - Creatures who hear this command must make a Wisdom saving throw. On a failed save the creature that's affected is paralysed until the end of their next go. On a successful save a creature is slowed to 20ft until the end of their next go.
- Obey - Creatures who hear this command must make a Wisdom saving throw. On a failed save you decide what the affected creature does on their next turn. You can't directly harm the creature nor make the creature harm itself. On a successful save the affected creature can't use their reaction for that round of combat.
- Rise - Downed creatures who can hear this command are stabilised with 1hp and are granted an extra 10ft to their movement speed until the end of their next go. They must be within 50ft of you to hear this command.
- Sleep - Creatures who hear this command must make a Wisdom saving throw. On a failed save a creature is put to sleep magically. They are kept asleep for 2 rounds of combat unless they are attacked by an enemy or are helped by an ally. Creatures who can't be magically put to sleep are immune to this command.
- Silence - Creatures who hear this command must make a Wisdom saving throw. On a failed save the target cannot speak for 2 rounds of combat. On a successful save the target cannot speak for 1 turn in combat.
- Freeze - A ring of ice emits from you within a 30ft radius sphere. All creatures in the area must make a Dexterity saving throw. On a failed save they take 2d8 frost damage and their movement speed is reduced to 0ft until the end of their next turn. On a successful save they take half as much damage and have their movement speed reduced to 10ft instead.
- Rot - A ring of decay emits from you within a 30ft radius sphere. All creatures in the area must make a Dexterity saving throw. On a failed save they take 2d12 necrotic damage. On a successful save they take half as much damage. Creatures also have to make a Wisdom saving throw, on a failed save the affected creatures are frightened of you until the end of their next go. On a successful save creatures are not frightened of you. Creatures that are immune to being frightened are not affected, instead just taking damage.
Each abilitiy can only be used as many times equal to half your Charisma modifier plus your proficiency bonus.
Cursed Trail
As a reaction, you can use this ability to make a trail behind you as you move. The trail is made in a 10ft wide cone behind you as you run. The trail is made of a mix of decaying magic and green fire. Any creature who steps into the trail immediately take 2d10 necrotic damage and 2d8 fire damage. To continue on/move out of the trail the creature must make a Dexterity check. On a fail they take an additional 3d10 necrotic damage and 3d8 fire damage and half as much on a successful one. The trail can only be as long as your maximum movement speed and stays for a minute. You can use this ability once per long rest.
Insidious Breath
As an action you can make a thick black fog emit from your mouth. This fog has a cone radius of 20ft and a width of 20ft which comes from you. Creatures within this fog are put in magical darkness and they also take 4d6 psychic damage. To escape the fog the affected creature must make a Wisdom saving throw. On a failed save the creature can't leave the fog until the start of their next go. On a successful save the creature is free to move out of the fog, if it is able to do so. The fog lasts until the start of your next turn and can only be used as many times equal to your proficiency bonus.
True Litch
You achieve your full potential granting you otherworldly benefits. You no longer age, though your bones will start to discolour depending on what you do with your time. You grow wings that give you a 20ft flying speed. If you already have wings you can add this movement speed to your current flight speed. Your eyes glow a bright toxic green granting you Blindsight for 60ft. You can add a +3 to any ability score to a maximum of 23. Any creatures that die within 50ft of you give you 1d8 temporary hp (which can stack and be added to). Finally, all creatures that are hostile to you within 40ft take 2d8 necrotic damage at the start of every turn of combat.
Unholy Fortification
You lose all armour proficiencies. In return, your AC is calculated as 10+CHA modifier + Proficiency bonus. Shields still give a bonus to your AC. This scales with you as you level up.
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