Warlock
Base Class: Warlock

Delving into places where others dare not go, seeing things others dare not see, Antiquarians are voracious collectors of ancient artifacts and forbidden knowledge. Often when they scour the dark places of the world they find trinkets and baubles that call to them, they gain power from these artifacts at the price of their sanity.

Quick build stat priority: CHA > CON > DEX=INT > WIS=STR

Expanded Spell List

The following spells are added to your known spells when you are able to cast the corresponding spell level,

Spell LEVEL SPELLS
1st detect magicidentify
2nd find trapslocate object
3rd dispel magicremove curse
4th blightfabricate
5th creationscrying

A Familiar Friend

At 1st level you gain access to the Find Familiar spell

Hoarder

At 1st level, you gain proficiency with the Investigation and History skills. Additionally, during a long rest, you may roll on the Scrounge Supplies table to attempt and have your familiar find additional things that may be used as substitute items for your party (Investigation DC 12). At your DM's discretion, you may roll on the Scrounge Trinket table instead (Investigation DC 17). Once Scrounge Trinket is used, it cannot be used again for one week.

The worth of an antique found is determined by rolling a number of dice of the specified type equal to your proficiency modifier

The bonuses on magic items scale with your level. For example, a level 1 Antiquarian can only find +1 items, this increases to +2 items at 8th level and again at 15th level to +3 items. All magic items found must be attuned to (any of these tables can be changed to fit your campaign and the setting).

d20 Scrounge Supplies 

1    1 day’s worth of rations for one person

2    Bandages (an action to stabilizes a creature at 0 hp with a DC 10 Medicine check)

3    Half a pound of herbs

4    1 torch

5    Kindling for an hour-long campfire

6    1 lock pick

7    10ft of rope

8    Nothing

9    1 piece of chalk

10  Hammer

11  Empty glass vial

12  Flask of oil

13  Waterskin

14  20 ball bearings

15  Ink bottle 1oz

16  Blanket

17  Random book

18  Half-used candle

19  Abacus

20  Regular healing potion


d6 Scrounge Trinket

1    Minor antique (d6)

2    +1/2/3 armor

3    Major antique (d8)

4    +1/2/3 weapon

5    Random spell scroll of up to 3rd level

6    +1/2/3 spellcasting focus

Profane Censer

At 6th level:

Disorienting Vapors. Before any enemies within 30 feet of you make any of their attacks they must first succeed a Constitution saving throw or make all attacks at disadvantage until the beginning of you next turn.

Festering Vapors. All creatures within a 30 feet cone in front of you must succeed on a Constitution saving throw or take 2d8 (3d8 at level 10, 4d8 at level 14) poison damage. Any creature that starts their turn in this cloud also has to make the saving throw. On a success, they take no damage. Vapors lasts for a minute or until you release another vapor or cast a concentration spell.

Fortifying Vapors. All allies within 30 feet of you gain temporary hit points equal to your 1d6 + Charisma modifier (2d6 at level 10, 3d6 at level 14).

You regain the use of one of these Vapors after a short rest and all of them after a long rest.

Cowardice is a Virtue

At 10th level:

Get Down! As a bonus action, you gain the benefits of either the Dash, Disengage, or Dodge action. Additionally, you have advantage on your next attack roll or your targets have disadvantage on the next saving throw you impose on them. Lasts for a 1 minute.

Protect Me! As an action, you magically mark any ally within 15 feet of you. For the next minute, any creature who targets you with an attack must first make a Wisdom saving throw. On a failed save, the creature must choose your marked ally as the new target or lose the attack or spell. This ability doesn't protect you from area effects.

You regain the use of one of these Maneuvers after a short rest and all of them after a long rest.

Strange Powders

At 14th level:

Fortifying Powder. For the next hour, one of your allies, gains proficiency in all saving throw rolls.

Festering Powder. Choose a creature within 30 feet of you and they must make a Constitution saving throw. On a failure, the creature gains vulnerability to a damage type of your choice until the start of your next turn.

You regain the use of one of these Powders after a short rest and all of them after a long rest.

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