Base Class: Warlock
Whether motivated by desperation or cunning, warlocks that have signed their name in the book of the Horned King have chosen to live deliciously in a pact sealed in blood and a corrupted soul. Bestowed the power of witchcraft by the beast that stalks the deepest woods and darkest hearts, they perfect ancient rituals and weave maledictions toward aims only they know. With each victim of their malign spells filled with rot, hate, and agony, they become more like their patron until they effortlessly wield his kingly might.
Level 3: Horned King Spells
When you reach a Warlock level specified in the Horned King Spells table, you thereafter always have the listed spells prepared, these count as Warlock spells for you though not against the number of spells you can prepare.
| Warlock Level | Spells |
|---|---|
| 3 | Animal Friendship, Bane, Spike Growth, Suggestion |
| 5 | Bestow Curse, Fly |
| 7 | Phantasmal Killer, Polymorph |
| 9 | Dominate Person, Scrying |
Level 3: Witch Mark
When you finish a Short or Long Rest, you can imbue magic into a nonmagical Tiny object you're holding. Choose one Warlock spell of 5th level or lower you know that has a casting time of 1 action. A creature holding the marked object can take a Magic action to cast the spell, using your Charisma modifier, spell attack bonus, or spell save DC.
The mark functions as the Material component to cast the spell, unless the component would be consumed or has a price. It fades when the spell is cast from it or when you finish a Long Rest.
Malediction
You can call upon the Horned King's malice to manipulate luck and fate. As a Magic action, you can magically curse a creature you can see within 60 feet of yourself until the end of its next turn. Alternatively, when a creature within range targets you with an attack roll or a spell, you can take a Reaction to curse the creature with your choice of one of the curses below.
You can use this feature a number of times equal to your Charisma modifier, minimum of once, and you regain all expended uses when you finish a Long Rest.
Agony. The target has Disadvantage on its next attack roll or Constitution saving throw to maintain Concentration, your choice.
Hate. The target has Disadvantage on its next Intelligence, Wisdom, or Charisma saving throw, your choice.
Rot. The next time the target takes damage, it takes an extra 1d10 Necrotic damage, and it can't regain Hit Points until the end of its next turn.
Level 6: Spitefull Curse
When you use Malediction, you can now cast Bestow Curse once without a spell slot as the Magic action for that feature, and you regain the ability to cast it in that way when you finish a Long Rest. If the target succeeds on its saving throw against the spell, your use of this feature isn't expended.
When you cast the spell in this way, its range becomes 60 feet, and it lasts 10 minutes with no Concentration required. If the target succeeds on its saving throw against the spell, choose one of the Malediction curses, and the target suffers that curse instead.
Level 10: Crown of Horns
As a Bonus Action, you or a creature you touch can be blessed by the majesty of the Horned King for 10 minutes. For the duration, a visible mark appears on the blessed creature, such as a crown of horns, great antlers, or a bestial brand, and the blessed creature gains the benefits listed below.
Once you use this Bonus Action, you can't use it again until you finish a Long Rest unless you expend a Warlock spell slot, no action required, to restore your use of it.
Dark Heart. Once on each of the blessed creature’s turns when it deals damage to a creature, one target of the damage takes an extra 1d8 Necrotic damage.
King of All. You see and hear all the blessed creature does. In addition, the blessed creature radiates an aura of power out to 20 feet, adding your Charisma modifier to its Charisma skill checks.
When you activate this feature, and at the start of each of the blessed creature’s turns, you can choose one creature you or the blessed creature can see in the aura. The target must succeed on a Charisma saving throw against your spell save DC or suffer one of the following effects of your choice until the start of your next turn:
Enticement. The target has the Charmed condition toward you and the blessed creature.
Terror. The target has the Frightened condition toward you and the blessed creature. During its turn, it must move away from you by the safest route unless there is nowhere to move.
Level 14: Gather the Coven
You can now share the Horned King's bounties with those you deem worthy. You perform a 1-hour ritual, which can be done during a rest, forming a bond with up to 2 willing creatures that must remain within 10 feet of you during the ritual. You can end the bond for any number of the creatures, no action required, and the bond ends when you die.
The bond grants the following benefits.
Witchcraft. When you create a Witch Mark, you can choose a spell of 5th level or lower that you or one of your bonded creatures knows or has prepared, provided the spell has a casting time of 1 action. The marked spell otherwise follows the normal rules of your Witch Mark feature.
You can have up to two spells stored with Witch Mark at a time, either in two separate objects or in one object that holds both spells. A mark fades when all spells stored in it have been cast.
When you create one or more Witch Marks during a Long Rest, each bonded creature within 10 feet of you can assist in the witchcraft. For each bonded creature that assists, choose 1 spell in a Witch Marked object you create during the rest. The spell stored in that mark is cast one level higher. The level cannot exceed your current highest Pact Magic slot.
Fly By Night. As a Bonus Action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magically teleport to the nearest unoccupied space next to the creature. You can use this benefit once, and you regain the ability to do so when you finish a Short or Long Rest. If your Crown of Horns feature is active when you use this Bonus Action, the use isn't expended and the blessed creature can be taken with you if they are willing and you are touching them.
Comments