Warlock
Base Class: Warlock

You have been granted mystical powers by the strange being known as the Outsider. The Outsider is a godlike entity that watches the material plane from a strange realm called the Void. Occasionally, when a mortal being catches his interest, the Outsider will grant that being the Mark of the Outsider. The Mark of the Outsider is from then on carried on the mortals hand, and through it, that mortal can utilize magical powers. The Outsider does not take sides in any conflict, serving only as a witness, watching for entertainment from the Void. Unlike most warlocks, those carrying the Outsiders Mark make use of physical combat just as much as they do magic.

Mark of the Outsider

At 1st level, you are given the Mark of the Outsider. The mark is placed on the back of your hand (You decide which) and counts as a spell-casting focus for your warlock spells. The mark also gives you access to some unique powers as you level up.

At 1st level, the Mark of the Outsider grants you the power "Blink". Blink is a short range teleportation spell that you can use as a bonus action to teleport up to 30ft. Blink can also be used while in the middle of movement, such as in the middle of a long jump, allowing you to effectively cover a greater distance.

Blink Attack

At 6th level, you learn how to augment your physical attacks using your blink power. Whenever you Blink into a space within 5ft of an enemy, you gain advantage on the first physical weapon attack that you make against them on this turn. If the attack hits, the damage it deals increases by one of the weapons damage dice.

Grant Minor Power

At 10th level, the Mark of the Outsider grants you a minor power of your choice from the options given below. In addition, whenever you gain a level in this class, you can replace one of your Minor or Major powers with a different power of the same class.

Darkvision: As a bonus action, you can activate Darkvision. While Darkvision is active, you can see all people, doors and small objects such as coins and keys within 30ft of you, even through walls. this effect lasts for 1 minute. For this time, you can see in darkness and dim light for the 30ft distance. By spending one or more spell slots, you can extend the duration of this ability for up to an hour per spell slot spent. You can use this ability a number of times equal to your charisma modifier, and it resets after a long rest.

Shadow Walk: As a bonus action, you can transform into a stealthier form. While in this form, your stealth modifier is +8, provided that you are not in direct sunlight. While in this form, you can make an attack, following the normal advantage rules for stealth attacks. Your to hit modifier for the attack is equal to your dexterity modifier + your charisma modifier and if it hits, the attack deals 2d8 psychic damage. Upon a hit, you can expend one or more spell slots to gain an extra d8 damage per spell slot. You can use this ability a number of times equal to your charisma modifier, and it resets after a long rest.

Pull: As a bonus action, you can pull one small object (such as a coin pouch or a key) that you can see within 50ft into your hand. If the object is on a person, roll a slight of hand check against their perception check. If you are not proficient in Slight of Hand, you gain proficiency for this roll. You can use this ability a number of times equal to your charisma modifier, and it resets after a short rest.

Darkvision

As a bonus action, you can activate Darkvision. While Darkvision is active, you can see all people, doors and small objects such as coins and keys within 30ft of you, even through walls. this effect lasts for 1 minute. For this time, you can see in darkness and dim light for the 30ft distance. By spending one or more spell slots, you can extend the duration of this ability for up to an hour per spell slot spent. You can use this ability a number of times equal to your charisma modifier, and it resets after a long rest.

Pull

As a bonus action, you can pull one small object (such as a coin pouch or a key) that you can see within 50ft into your hand. If the object is on a person, roll a slight of hand check against their perception check. If you are not proficient in Slight of Hand, you gain proficiency for this roll. You can use this ability a number of times equal to your charisma modifier, and it resets after a short rest.

Shadow Walk

As a bonus action, you can transform into a stealthier form. While in this form, your stealth modifier is +8, provided that you are not in direct sunlight. While in this form, you can make an attack, following the normal advantage rules for stealth attacks. Your to hit modifier for the attack is equal to your dexterity modifier + your charisma modifier and if it hits, the attack deals 2d8 psychic damage. Upon a hit, you can expend one or more spell slots to gain an extra d8 damage per spell slot. While in this form, your AC is equal to 12 + your dexterity modifier. The effect ends after 1 minute, or upon being hit or making an attack. You can use this ability a number of times equal to your charisma modifier, and it resets after a long rest.

Grant Major Power

At 14th level, the Mark of the Outsider grants you one Major Power of your choice from the options below. In addition, whenever you gain a level in this class, you can replace one of your Minor or Major powers with a different power of the same class.

Bend Time: As a bonus action, you can expend a spell slot to temporarily freeze time, allowing yourself to take a second turn after the end of your current turn. While time is frozen, all attacks that you make have advantage, and melee weapon attacks that you make deal an additional two damage dice of damage. Any object or person that you touch is not effected by the frozen time while you are touching them. Any projectile weapons freeze in time once they leave you, and only strike the target once time resumes. Bend Time cannot be used during the extra turn, so you cannot chain multiple uses to prolong the bend.

Domino: As a bonus action, you can expend a spell slot to link up to 3 living humanoids that you can see within 60ft with Domino (This can include yourself). When a being linked with Domino takes damage, the other linked beings also take the same amount of damage. If a being linked with Domino dies, the other linked beings must make a constitution saving throw against your spell save DC, taking 4d8 Psychic damage on a fail and half damage on a success. The Domino link is then broken. If a being linked with Domino is forcefully knocked unconscious, the other linked beings must make the same constitution saving throw, falling unconscious on a fail. The Domino link is then broken. If a linked being strays more than 100ft from the closest other linked being, the link is broken for that being, though the other beings are still linked if they are within 100ft of each other. Domino ends automatically after 10 minutes, or if it is used again.

Possession: As an action, you can expend a spell slot to possess any living creature that you can see within 50ft. The creature must make a wisdom saving throw against your spell save DC. If they succeed, the possession fails and you reappear in a space within 5ft of them. While possessing a creature, you act on that creatures initiative and share that creatures stats. While possession a creature, you can expend another spell slot to use possession again on a different host, following the same procedure. When you leave a host, that host must make a constitution saving throw against your spell save DC, taking 2d10 psychic damage on a failed save, and half damage on a successful save.

Bend Time

As a bonus action, you can expend a spell slot to temporarily freeze time, allowing yourself to take a second turn after the end of your current turn. While time is frozen, all attacks that you make have advantage, and melee weapon attacks that you make deal an additional two damage dice of damage. Any object or person that you touch is not effected by the frozen time while you are touching them. Any projectile weapons freeze in time once they leave you, and only strike the target once time resumes. Bend Time cannot be used during the extra turn, so you cannot chain multiple uses to prolong the bend.

Domino

As a bonus action, you can expend a spell slot to link up to 3 living humanoids that you can see within 60ft with Domino (This can include yourself). When a being linked with Domino takes damage, the other linked beings also take the same amount of damage. If a being linked with Domino dies, the other linked beings must make a constitution saving throw against your spell save DC, taking 4d8 Psychic damage on a fail and half damage on a success. The Domino link is then broken. If a being linked with Domino is forcefully knocked unconscious, the other linked beings must make the same constitution saving throw, falling unconscious on a fail. The Domino link is then broken. If a linked being strays more than 100ft from the closest other linked being, the link is broken for that being, though the other beings are still linked if they are within 100ft of each other. Domino ends automatically after 10 minutes, or if it is used again.

Possession

As an action, you can expend a spell slot to possess any living creature that you can see within 50ft. The creature must make a wisdom saving throw against your spell save DC. If they succeed, the possession fails and you reappear in a space within 5ft of them. While possessing a creature, you act on that creatures initiative and share that creatures stats. While possession a creature, you can expend another spell slot to use possession again on a different host, following the same procedure. When you leave a host, that host must make a constitution saving throw against your spell save DC, taking 2d10 psychic damage on a failed save, and half damage on a successful save.

Comments

Posts Quoted:
Reply
Clear All Quotes