Warlock
Base Class: Warlock

You have made a pact with The Hjonkener, a being which strives for eternal chaos ruled by geese. It grants you power in exchange for fulfilling the terms of a to-do list, filled a mixture of the tiniest spite and the eternal ruin of nations. Being more powerful than even ancient dragons, it holds the chaotic power of Limbo within its feathers: a power that it gives to you. With this chaos at your fingertips, you are bound by your strange law as a soldier of the Hjonkening. When the geese rule, you will be one of the few humanoids who remain on the face of reality, ruling with the chaos.

Destroy Law

At 1st level, as a gift from The Hjonkener, you can use your whole turn (all actions, reactions and bonus actions) to look hard at a creature and penetrate its very being with chaos, shifting its alignment by one square in the direction of chaotic neutral. If its alignment is chaotic neutral, you can begin to change its appearance, giving it a thin and patch layer of white feathers (four times makes a full coat (treat birdfolk as three stages in)), shaping its muzzle into a bill (four times is a fully made bill (treat birdfolk as two stages in)), webbing its feet into flippers (four times makes a full goose foot), or altering its shape to look like a goose (four times for full goosiness). If you transform a creature into a chaotic neutral creature with each of these effects at its maximum, you can use an action to complete the transformation and turn it into a giant goose.

You may use this ability an amount of times equal to your Charisma modifier + your warlock level (minimum of 1), recovering all uses on a long rest.

The To-Do List

As payment for your gifts, you have been issued a to-do list by The Hjonkener. It ranges from the most trivial of trinkets to the framing of kings, all in the name of chaos and spite. You must accomplish 10% of a task list per level to gain benefits and 80% of a task list to gain the next Otherwordly Patron feature from The Hjonkener.

To-do:

First to fifth levels:

  • Infiltrate private property against the owner's wishes
  • Cause a minor unpleasance to somebody 
  • Steal an important tiny object (e.g a key) 
  • Force somebody to change an aspect of their appearance without telling them to
  • Steal an important medium object and throw it into a body of water
  • Have a picnic with stolen food and supplies (must include a blanket, basket, sandwich, fruit, vegetable, drink and small source of entertainment)
  • Make somebody hurt themself without directly suggesting it

Sixth to tenth levels:

  • Destroy a medium object so that it can't be used
  • Imprison somebody in a mundane place
  • Impair somebody's sight
  • Force somebody to buy back their own property without telling them to or selling it yourself
  • Become featured in a public display
  • Go shopping (by nicking other people's basket and stuff, then making off with the lot without paying)
  • Trap somebody in a place that they own

Eleventh to fourteenth levels:

  • Make somebody destroy somebody else's valuable property without suggesting it
  • Dress a statue in somebody's clothes without them knowing or noticing
  • Make somebody spit out their drink
  • Make somebody give you an accessory by pretending to be inanimate
  • Steal both of somebody's shoes and make them go barefoot
  • Do the washing (steal people's clothes and dump them in water)
  • Make somebody ruin somebody else's most prized possession without telling them to

Fifteenth to eighteenth levels:

  • Infiltrate a public space that you aren't supposed to be in
  • Make somebody destroy their own gaming set without suggesting it
  • Steal a boat
  • Make somebody fall on their bum of their own accord without telling them to
  • Be given an award that you don't deserve
  • Steal a tiny object and throw it off of a bridge
  • Set a table (that you don't own, with things that you don't own - knife, fork, plate, seasoning, decoration)
  • Drop a bucket on someone's head

Nineteenth level:

  • Enter a kingdom you're not meant to be in
  • Destroy a castle and steal its crown
  • ...And take it home to give to your patron

Twentieth level:

  • Slay your patron and become the new Hjonkener

Wings of Chaos

At 6th level, you can briefly summon magical wings to aid you. You can do this:

  • As a reaction to contest a successful attack roll (Dexterity saving throw, success moves you up to half your movement).
  • As an action to dash with a flying speed of 30ft. 
  • As an action to make an unarmed strike dealing (2d8 + your Strength modifier + your proficiency bonus) bludgeoning damage to all creatures within 5ft of you.

You may only use one of these features in your turn, at the end of which the wings disintegrate into chaos.
Once you use this feature, you can't use it again until you finish a short rest or long rest.

Guarding Hjonk

Past 10th level, when attacked, you can let out a chosen magical hjonk, guarding you from the full effects. At the end of a short or long rest, you can choose a category of damage: physical attacks (bludgeoning, piercing, slashing), elemental attacks (fire, cold, lightning), natural effects (poison, acid, thunder), psionic power (force, psychic) or divine power (radiant, necrotic). You gain semi-resistance to all damage of that category until you choose again. When an attack of the chosen type hits you, the attacker takes half the damage dealt as thunder damage. If more than 10% of its HP is removed by this damage, it must make a Wisdom saving throw against your spell save DC, becoming frightened on a failure.

Chaos of the Hjonkening

Starting at 14th level, you gain the ability to strike the ground of your battlefield and transport a 100ft radius sphere centred around yourself to a point of your choice in the outer plane of Limbo until the battle ends. During this time, gravity only affects solids that touch each other, thrown objects fly straight and objects with no momentum hang still in place. On its turn, a creature must make a DC 10 Intelligence saving throw. On a failure, it takes 2d6 force damage as the chaos begins to rip it apart. If a being falls unconscious here, its area is scattered as elemental matter and its body is destroyed. When an elemental spell is cast here, the caster must make an Intelligence saving throw. On a failure, its properties change to those of a different element of the gm's choice. On your turn, you can use a bonus action to turn a 10ft cube of inanimate matter that isn't being worn or carried into a giant goose, which is your ally.

When the battle ends, what remains within the sphere is transported back to its original location.

When you use this feature, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes