Warlock
Base Class: Warlock

Before the gods came into being, the world was ruled by the powerful elemental Titans and mystical Aspects of nature. While the Titans were destroyed by war, the Aspects simply faded into obscurity as the wilderness gave way to civilization, and the hunters and gatherers of the past were replaced by farmers and city dwellers.  But the Aspects still linger in locations rich in their particular domain of nature. On rare occasions, if a humanoid impresses them these Aspects will ask them  to become one of their Hunters : who defend the lands and influence of their patron. 

Expanded Spell List

The Pact of the Hunter lets you choose from both the warlock and ranger spell lists when you learn a warlock spell. These spells count as warlock spells for you.

Arcane Bow

Starting at 1st level, you learn Eldritch Blast in addition to your regular warlock cantrips. When you cast it, the spell summons a mystical arcane bow that fires a magical arrow for each ray of the spell. These attacks count as ranged weapon attacks for the purposes of other features, spells, feats or abilities but the arrows cannot be caught/blocked by Deflect Missiles or similar abilities. 

Venom Resistance

Starting at 6th level, your patron toughens your body against venom and poisons. You can't be poisoned and you have resistance to poison damage.

One with the Elements

Starting at 10th level, your patron grants you some control over the natural elements. You may choose the type of damage your Arcane Bow deals: force, fire, cold, lightning or radiant.

If you choose one of the elemental types each arrow causes additional effects:
Fire sets the target on fire, dealing an additional 1d10 fire damage at the start of each of their turns.
Cold reduces the target's movement speed by 5ft.
Lightning forces the target to use its reaction to make a melee attack at disadvantage against a random target.

Envelop with Nature

Starting at 14th level, when you hit a creature with an attack, you can use this feature to summon natural forces to envelop the creature causing it to be grappled and restrained. On its turn the creature can spend an action to make a Strength saving throw against your spell DC, on a successful save the target wrenches itself free taking 4d8 slashing and bludgeoning damage in the process. 

Once you use this feature, you can’t use it again until you finish a long rest.

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