Warlock
Base Class: Warlock

You are blessed by a god of curse. You focus on cursing and controlling people.

Level 3: Bane Spells

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

Bane Spells
Warlock Level Spells
3 Command, Tasha's Hideous Laughter, Hold Person, Suggestion
5 Haste, Slow
7 Compulsion, Confusion
9 Dominate Person, Modify Memory

Level 3: Curse of the Deep

When you impose a debuff or a condition on a creature, the creature is cursed by the power of the deep. It's movement speed is reduced by 10 feet, and when it tries to move away from you, it must make a Wisdom saving throws before it do so. On a failed save, the creature can not willingly move away from you until the end of its turn. When the debuff or condition ends, this curse also ends with it.

Level 6: Detonate Curse

When a creature that is affected by the Curse of the Deep is trying to make an attack roll or cast a spell, you can use your reaction and detonate the Curse you imposed on that creature. The creature's soul is shaken, and it must make a Wisdom saving throw.On a failed save, the creature can not make the attack or cast the spell, and it's action, bonus action, or reaction is wasted. The creature is no longer affected by the Curse of the Deep. You can use this feature a number of times equal to your Charisma modifier, and you gain all expended uses when you finish a Long Rest. You gain half your expended uses when you finish a Short Rest.

Level 10: Spreading Curse

When a creature takes damage that is within 30 feet of a creature that is under the effect of the Curse of the Deep, you can use your reaction to force the creature to make a Charisma saving throw. On a failed save, the creature is under the effect of the Curse of the Deep. During that time, if one of the creature tries to move more than 30 feet away from the other creature, it must make a Wisdom saving throw. On a failed save, the creature can not be move more than 30 feet away from the other creature willingly until the end of its turn. When the original creature is no longer under the effect of the Curse of the Deep, this other creature is also free from it.

Level 14: Chain Hex Detonation

When there are a number of creatures under the effect of the Curse of the Deep equals to your Charisma modifier, you can expend an action and use this feature. Every creature who has the Curse of the Deep makes a Wisdom saving throw with Disadvantage, taking your Charisma modifier*number of creatures affected by the Curse of the Deep d4 force damage on a failed save and half as much damage on a successful one. Everything that is within 10 feet of the creature makes a Dexterity saving throw, taking the same amount of damage on a failed save and half as much damage on a successful one. A creature automatically fails at this Dexterity saving throw if it is affected by the Curse of the Deep. No creatures are affected by the Curse of the Deep anymore. You can use this feature once per Long Rest, unless you expend a pact magic slot to regain the use of it.

Level 14: Lingering Agony

When a creature is affected by the Curse of the Deep, its AC decreases by 2 at the start of each of its rounds, it reduces 1d8 from every saving throw it makes, and it takes 1d12 force damage for every 5 foot it moved.

Comments

Posts Quoted:
Reply
Clear All Quotes