Warlock
Base Class: Warlock

Individuals who subscribe to the belief in the end of days eventually become consumed by their obsession with its inevitability, often envisioning it taking the form of an ebon serpent that roams the multiverse. Those who seek power from this serpent gain profound insight into impending events. They regard the world and its inhabitants as temporary entities destined to perish. Their knowledge reveals to them the weakness of other creatures, information which they exploit to further their cause. They exude confidence in their knowledge, using it to alter reality toward an eventual doom. They are usually fanatical individuals with esoteric manners and dark secrets.

Adapted and reworked from Torrents of the Spellhoarder by Elderbrain.com.

Level 3: Eben Serpent Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Eben Serpent Spells table, you thereafter always have the listed spells prepared.

Ebon Serpent Spells
Warlock Level Spells
3 Bane, detect Evil and Good, Augury, Detect Thoughts
5 Bestow Curse, Clairvoyance
7 Death Ward, Divination
9 Commune, Geas

Level 3: Dark Devotion

Starting at 1st level, your conviction in the forthcoming apocalypse strengthens your self-awareness. You gain advantage on saving throws against the Charmed condition.

Level 3: Know Vulnerability

Starting at 1st level, you gain the ability to pinpoint the weakest spot on any given creature. As a bonus action, you can gain knowledge of the lowest ability score of a target creature you can see, as well as its vulnerabilities.

At 6th level, you also gain knowledge of all of its condition immunities.

At 10th level, you also gain knowledge of all of its damage resistances and damage immunities.

Level 6: Conviction of the Spared

Starting at 6th level, you know when your own end will come. You can reroll a failed saving throw with a bonus equal to your Warlock level. You must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice before a Long Rest starting at level 14.

Level 10: Exploit Weakness

Starting at 10th level, you learn how to bring about an almost certain doom upon a creature. You can use your reaction to target a creature that is about to make a saving throw. The target creature makes its saving throw with the ability of your choice instead of the ability in the original saving throw. Once you use this feature, you can’t use it until you finish a short or long rest.

Level 14: Invoke the End

Starting at 14th level, you learn to channel the apocalyptic essence of your patron to unmake a doomed foe.

As an action, you focus your will on one creature you can see within 120 feet. The target must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier).

On a failure, you begin unraveling its essence. For up to 1 minute, you must concentrate (as if concentrating on a spell). While concentrating, the target takes 7d10 necrotic damage at the start of each of your turns and suffers disadvantage on saving throws against your warlock spells. The necrotic damage can't be negated by Resistance or Immunity to Necrotic damage. While concentrating, you are vulnerable to all damage types and have disadvantage on Constitution saving throws to maintain concentration.

The effect ends early if you lose concentration or if the target moves more than 120 feet away from you. If the target is reduced below 50 hit points during this effect, it must make another Charisma saving throw. On a failure, it is reduced to 0 hit points as its body collapses into shadow.

On a successful initial save, the creature is frightened of you until the end of your next turn. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the creature is no longer frightened.

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

Comments

Posts Quoted:
Reply
Clear All Quotes