Warlock
Base Class: Warlock

Your pact draws on the force of calamity itself. Your patron, or stand, exists as a phenomenon, a concept given form that punishes those who pursue with misfortune. It is a ruthless principle with no feelings. You may have stumbled upon it while seeking something forbidden, or perhaps it found you in a moment of desperation. Your stand does not negotiate or scheme in any traditional sense, it simply is. Your power comes directly from it, from standing at the eye of this storm, learning to redirect calamity toward those who may be foolish enough to chase you. The harder your enemies try, the more reality itself conspires against them.

Level 3: Calamity Manifest

Your Stand appears and remains tethered to you. It is naturally illusory. Only you and creatures with truesight can see it. As a bonus action, you can allow any number of creatures to perceive it, or you can hide it again from those creatures. As a bonus action, your Manifest wraps itself in an illusory guise that resembles a humanoid. This guise fools sight and sound but not truesight. The DM determines it's appearance, both it's true form and humanoid form.

While the Manifest is active, you cannot take the Attack action. When a Warlock spell you cast would require a target creature or area, the spell is cast from the Manifest instead. The Manifest hovers in your space or in any space within 60 feet of you. It moves when you move, staying within 30 feet. On your turn you can reposition it up to 30 feet to any space you can see within 60 feet of you, no action required. It can pass through creatures and objects but cannot end its movement inside them.

The Manifest uses the following values.

  • AC 14 plus your proficiency bonus

  • Hit Points equal to five times your Warlock level

  • Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

  • Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

If reduced to 0 hit points, the Manifest vanishes. You can resummon it at the end of a long rest, or as an action by expending a Warlock spell slot of any level.

Calamity Spells

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

Calamity Spells
Warlock Level Spells
3 Bane, Blur, Mirror Image, Warding Bond
5 Bestow Curse, Slow
7 Confusion, Otiluke’s Resilient Sphere
9 Geas, Wall of Force

Law of Calamity

Your patron punishes pursuit and hostile intent. When a creature you can see within 60 feet of you or the Manifest does any of the following, you can use your reaction to trigger a calamity against that creature.

  • Moves to a space closer to you or the Manifest than it was at the start of its turn

  • Targets you or the Manifest with an attack or a harmful spell

  • Takes the Search action specifically to find you or the Manifest

The target must succeed on a Dexterity saving throw against your spell save DC or take 2d8 force damage. The damage increases to 3d8 at Warlock level 5, 4d8 at level 11, and 5d8 at level 17.

Whenever Law of Calamity triggers against a creature, that creature makes a Dexterity saving throw against your spell save DC. On a failed save, roll on the Calamity Table and apply the base damage plus the listed calamity. On a successful save, the creature takes half of the base damage and no calamity. If the target is within 5 feet of you or the Manifest, roll the calamity twice and choose either result.

d20 CALAMITY TABLE
1 The target stumbles slightly. Base damage only.
2 The target slips and falls, falling prone.
3 The target's foot gets caught, reducing its speed to 0 until the start of its next turn.
4 The target recoils, being pushed back 10 feet in a straight line.
5 The target gets dizzy, gaining disadvantage on the next attack roll it makes before the start of its next turn.
6 The target suffers a major gash, taking 2d8 slashing damage if it moves before the start of its next turn.
7 The target is blinded until the end of its turn.
8 The target is wounded by shards and splinters, taking an additional 1d8 piercing damage.
9 A puff of smoke cascades around the target, obscuring the area in a 5ft radius centered on the target until the start of its next turn.
10 The target is shocked with latent electricity, making it unable to take reactions until the start of your next turn.
11 The ground beneath the target gives way, pushing it back 5 feet and falling prone.
12 The wind is knocked out of the target, causing it to be unable to speak or use verbal components to spells until the start of its next turn.
13 The strike ricochets, causing the target to make a melee attack against a creature of your choice within its reach.
14 The target is snapped back and forth, causing whiplash, taking an additional 1d8 force damage and having its movement speed halved until the start of its next turn.
15 The ground beneath the target becomes slick like ice, being pushed up 15 feet to an unoccupied space of your choice.
16 A ringing crack of intense sound vibrates through the target, causing it to be deafened until the start of its next turn.
17 The target suffers from intense gravity, being restrained until the start of its next turn.
18 Pressure builds, causing the target to take an additional 2d8 force damage the next time it takes damage before the start of your next turn.
19 The target causes a chain calamitous reaction, causing each creature within 5 feet of the target to also trigger Law of Calamity.
20 Catastrophe falls upon the target, as it takes twice the amount of damage. Choose any result from the Calamity Table between 2 and 19 and apply its calamity.

Pressure of Proximity

You gain a +1 AC bonus against a creature that is within 10 feet of you or the Manifest when it makes an attack roll against you. This bonus increases to +2 if the creature is within 5 feet of you or the Manifest.

Manifest Autonomy

While outside of initiative, you can set your Manifest to roam. For up to 1 hour, the Manifest wanders within 500 feet of you in every direction. It can pass through doors, crowds, and walls as normal for it.

While your Manifest roams, you cannot be surprised. You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks to notice pursuers and hidden threats within the area. If someone begins to track, tail, or threaten you or your allies in that area, you learn that it is happening.

If a creature makes an attack or uses a harmful spell on you or your allies while your Manifest roams, Law of Calamity triggers on that creature without using your reaction, and you learn the creature's exact location.

You can use this ability once per long rest. The duration your Manifest can roam increases to 2 hours at level 6, 4 hours at level 10, and 8 hours at level 14.

Level 6: Doom of Pursuit

Your calamity grows sensitive to intention and more difficult to evade.

As a bonus action, choose a creature you can see within 120 feet. For 1 minute that creature counts as a pursuer. The first time each turn a pursuer moves closer to you or the Manifest, or targets you or the Manifest with an attack or harmful spell, you can trigger Law of Calamity without using your reaction. You can do this a number of times equal to your proficiency bonus per long rest. You can still use Law of Calamity with your reaction as normal.

Level 10: Collision Flow

You weaponize your environment. As an action you can touch an object no larger than a 5 foot cube and infuse it for 1 hour. The first creature other than you or a creature you designate that touches or carries the object must make a Dexterity saving throw against your spell save DC. On a failed save the creature takes 5d8 force damage and drops the object. On a success the creature takes half damage. You can have a number of infused objects equal to your proficiency bonus at one time.

Still as Stone

You weaponize stillness. If you did not move on your turn and you took no action other than the Dodge action and no bonus action, the first time before the start of your next turn that a creature targets you with an attack or harmful spell, Law of Calamity triggers against that creature without using your reaction.

Level 14: Inevitable Disaster

When a creature fails a saving throw against your Law of Calamity, you can impose one of the following additional effects.

  • The creature takes an extra 4d8 force damage if it moved at least 10 feet this turn.

  • The creature is restrained by invisible pressures until the end of its next turn.

  • The creature becomes vulnerable to the next instance of damage it takes before the end of its next turn.

You can use this ability a number of times equal to your Charisma modifier per long rest.

The Totality of Force

Your Manifest multiplies and calamity becomes nearly inescapable. When you roll initiative, or as a bonus action on your turn, you can split the Manifest into up to three visions. Each vision must remain within 60 feet of you. Each vision can be seen or hidden from creatures as if it were your Manifest. Each vision has its own instance of Law of Calamity that can trigger once per round. If any vision drops to 0 hit points, all visions vanish until you resummon the Manifest.

You can use this ability once per short rest.

 

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