Warlock
Base Class: Warlock

Warlocks are known for their desire for power though it is not always for personal gain. A poor boy might make a pact with a Devil to cure their parent of a disease they can’t afford to treat. A dedicated acolyte may make a pact with an Angel to help spread word of their faith. Some however, just want to be the strongest. To be able to attain revenge for slights against them, real or imagined. To hunt, and never be hunted. That is why someone will make a pact with a Slayer.

Expanded Spell List

1st-level Slayer feature

The Slayer 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.

Slayer Expanded Spells
Spell Level Spells
1st inflict wounds, hunter's mark
2nd enhance ability, barkskin
3rd bestow curse, haste
4th black tentacles, locate creature
5th contagion, cloudkill

Slayer's Form

1st level Slayer feature

You channel your patron's combat prowess, boosting your strength and speed. By spending 1 pact slot as an action you gain the following benefits for 1 minute: 

  • Your unarmed attacks deal 1d6 + Charisma modifier bludgeoning damage. 
  • You add your Charisma modifier to Strength and Dexterity skill and ability checks. 
  • Your AC increases by the level of the pact slot.

As you further your bond with your patron, the damage of your unarmed attack will also increase. At 6th level the damage die increases to 1d8. At 10th level it increases to 1d10.

Hunter's Instincts

1st level Slayer feature

Your patron's gift expands your senses and awareness. You may gain proficency in two of the following skills:

  • Survival
  • Perception
  • Insight
  • Animal Handling
  • Medicine
Animal Handling

Add your proficency bonus to Animal Handling checks.

Insight

Add your proficency bonus to Insight checks.

Medicine

Add your proficency bonus to Medicine checks.

Perception

Add your proficency bonus to Perception checks.

Survival

Add your proficency to Survival Checks.

Extra Attack

When you take the Attack action you may attack twice instead of once.

Spell Fist

6th-level Slayer feature

While Slayer’s Host is active, you may imbue your magic into your unarmed attacks. When you activate it, you may choose a specialized “Fist” that lasts for the duration of your Slayer’s Host and makes your unarmed attacks magical for the duration. When you hit a creature, you concentrate on that target to maintain the effect, but losing concentration only drops the effect on the target. The saving throw for each “Fist” is your Warlock Spell Save DC.

  • Silencing Fist - Charisma: The target creature cannot speak or use verbal components.
  • Frightening Fist - Wisdom: The target creature is Frightened of you.
  • Withering Fist - Constitution: The target creature takes 1d6 necrotic damage at the end of their turn.
  • Draining Fist - Strength: The target creature has their Strength reduced by 1d6. If concentration ends or a new target is chosen their Strength returns to normal. If Draining Fist reduces the target creature to a Strength of 0 it falls unconscious but is stable.
  • Paralyzing Fist - Dexterity: The target creature’s speed is reduced to 0, and can only take an action or bonus action. If the target creature is flying, it only remains in the air if it has the ability to hover.
  • Mindless Fist - Intelligence: The target creature has Disadvantage on Intelligence checks and saving throws, and sees all nearby creatures as enemies.

Bleeding Power

10th-level Slayer feature

Your patron’s power begins to corrupt your base form, permanently changing you. While still a recognizable part of your race, even common folks realize you are different.

Your natural abilities also are improved in base form. Your carrying capacity doubles, you add your proficiency bonus to initiative rolls, and you are proficient in Constitution saving throws.

Slayer's Fury

14th-level Slayer feature

You’re able to bring forward the full extent of your patron’s power. By spending 3 spell slots as an action, you gain the following features and drawbacks for 1 minute, in addition to benefits granted from your Slayer’s Host.

  • You grow to Size Large.
  • Your creature type changes to Monstrosity.
  • Your unarmed attacks deal an additional 1d6 bludgeoning damage.
  • You emit an Aura of Fear. Any creature that fails a Wisdom saving throw against your Spell Save DC is Frightened. A creature that is immune to Frighten is more likely to attack you.
  • You may use any amount of your hit dice to heal as an action.
  • Your speed increases by 10 ft.
  • Your AC decreases by 2.

When 1 minute passes, you revert back willingly, or are reduced to 0 hit points, you take an amount of necrotic damage equal to your warlock level that cannot be reduced, and cannot be healed except for a long rest.

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