Warlock
Base Class: Warlock

Some people seek power from the Gods though faith and following the tenant's provided, others seek to study power's that can shift the planes and grant raw arcane knowledge, yet other's learn to tap into the Wild and chaotic nature of the natural world and focus it into something that they can use. Some are granted power and magic though their birth and the power of the Draconic power in their veins. And then there are those who seek power, they seek it desperately, be it for Good or Ill they seek to use it for themselves and they will pay any price for it.

No matter why you did it you sought power from Death, maybe you thought that knowing your enemies would allow you to better fight them, maybe you thought that they could save a loved one that was dying or dead. Maybe you just sought a quick way to outrun the Reaper, no matter why you did it now you have the power over Death. Your Power awakens and uses the long dead, calling to spirits and corpses long forgotten, bolstering your lifeforce, grasping at your enemies, rising to strike the enemy.

Expanded Spell list

Trading with the souls of the dead or an ancient being have granted you expanded powers and knowledge that you will find useful. The following spells are added to your spell list and are available to select as you would normally, they become available once you have the access to the level of spell that they are.

Blight, Blindness/Deafness, Contagion, Death Ward, False Life, Gentle Repose, Inflict Wounds, Insect Plague, Revivify, Speak with Dead

Reaper's Reserve

Starting at first level, when you reduce a hostile creature to 0 hit point's, you store 1d6 for later use. You may store up to Your Warlock level + Charisma modifier in die. At 1st level this can be used to grant yourself temporary hit points, at 6th level you may touch an allied creature and grant them the temporary hit points.

Hit points gained this way fade after a short rest, your reserve dice fade at the rate of 1/2 per short or long rest.

Reaper's Grasp

Starting at 6th level, you can reach out with necromantic power and grasp an enemy creature to grapple them. If the target is within 60 foot, you may initiate a Grapple replacing your Strength (Athletics) check with a Charisma (Arcana) roll. All rules for grapples apply but they replace your Strength (Athletics) rolls with Charisma (Arcana).

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

Lichbourne Flesh

Starting at 10th level, your flesh has altered itself by the power that courses though it. You gain Immunity to Poison and resistance to bludgeoning, slashing and piercing damage from non-magical sources.

Waking the Dead

Starting at 14th level, you become able to flood an area in Necromantic power, raising the recently dead into newly created Undead under your Patron's command, you cannot control them. To use this ability you must spend one full round channeling the power into the area up to 1/2 your Warlock level foot wide centered on you. After that full round anything killed or recently dead is raised as a spontaneous Undead under your Patron's command, they may not attack you but any of your allies are fair game.

You may raise up to 1/2 your Warlock's level in hit die creatures like this, you may also spend charge's of Reaper's Reserve's to raise more hit die worth of creatures (1d6 for one hit die). Any creature raised in this manner persists until destroyed or the Patron withdraws it's control.

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

Previous Versions

Name Date Modified Views Adds Version Actions
5/5/2020 3:06:18 PM
62
9
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes