Base Class: Warlock
Some fey peering from behind the veil of the summer solstice, as our worlds grew closer for just the briefest moments, reached out to you. What were their intentions ? Did you gain this power from a lurking evil or perhaps some benign being reached through the fold to save you in good faith. Its hard to say as the motives of the fey seem to be ever fleeting. One thing is for sure, you've been given the power to wield the summers heat at your fingertips. The only real question left is, how will you use it ?
Expanded Spell List & Eldritch Invocation Alternative Options
Summer Solstice Expanded Spells
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Eldritch Invocations
Animated Servant
Prerequisite ; Summer Solstice ; Level 3
At your touch a non-magical item of up to small or lesser size springs to life as if it were under the effects of the ‘animate object’ spell. This effect lasts indefinitely and requires no spell slot or concentration to maintain. You may use this ability once until your next long rest and my only have one object animated in this way at a time. You may end the effects of this ability at any time as a free action.
Travel By Flight
Prerequisite ; Summer Solstice ; Level 3
You may choose a non-magical item of up to 100lb. that acts as a broom of flying at your touch but loses all of these qualities as soon as your touch leaves it.
Remedy Brewer
Prerequisite ; Summer Solstice ; Level 5
You may choose a common magical potion from the rulebook(s) when you gain this ability. You know how to craft a homeopathic solution similar to this potion . In order to craft this solution you will need 8 hours to find ingredients which may be done during a long rest, and Brewers supplies. These potions are not of the highest quality and will only remain viable for a day before they become inert. When making these potions your yield is equal to your proficiency bonus.
Witch’s Mantle
Prerequisite ; Summer Solstice ; Level 5
You can transform any magical outerwear item into your witch’s mantle by performing a special ritual over 8 hours while you wear the item.
You may perform this ritual on another piece of magical outerwear while you already have a witches mantle at which time your witch’s mantle absorbs and melds with the magical outerwear retaining the magical properties of both items.
Your witch’s mantle requires no attunement to use.
You may dismiss your witch's mantle as a free action storing it in an extradimensional space from which you may summon it at will as an action on your person as long as you are not already wearing something that would take its place.
Pointed Cap
Prerequisite ; Summer Solstice ; Level 15
You may summon or dismiss a Pointed Cap at will, when you use a spell slot while you’re wearing this cap you may store some run off power inside it. Whenever you use a spell slot you may add a magical charge to your pointed cap storing up to as many charges as your Cha bonus. You may consume magical charges and select a spell you know of an equal or lesser spell level than the number of charges consumed readying the cast spell action. If you do not use this readied action the spells power fizzles out and is lost. When or if your cap is removed all magical charges that are stored inside of it evaporate.
Witching Wand
Prerequisite ; Summer Solstice ; Level 15
You can transform any non-magical item of your choice into a magical item that acts as a ring of spell storing that has no spells stored in it. This item can hold only a number of spells equal to your Cha modifier. Additionally you may use this item as a spell casting focus.
Touch of The Sun
Fire damage you take is reduced by your total Hit Die plus your Cha modifier, additionally fire damage you deal bypasses resistance and can not be reduced by magical effects.
Coven of Summer
You may perform a ritual with two other spellcasters binding the three of you together into a coven in a ritual that takes 8 hours and may be preformed during a long rest.
(Spellcasters may only be in a single coven at a time. )
Shared Spell Casting (Coven Only)
While all three members of your coven are within 30 feet of each other you may each cast spells from the following list but must share the spell slots among yourselves.
These spells slots in the same way as your normal spell slots.
1st level ( 4 Slots) Burning Hands, Faerie Fire
2nd level ( 3 Slots ) Flaming Sphere, Pyrotechnics
3rd level ( 3 Slots ) Fire Ball, Melf's Minute Meteors
4th level ( 3 Slots ) Fire Shield, Wall of Fire
5th level ( 2 Slots ) Flame Strike, Immolation
6th level ( 1 Slot ) Sunbeam
For casting these Spells each coven member uses your charisma as their spellcasting ability but otherwise casts these spells as normal.
Ever-burning Candle (Coven Only)
The members of your coven may light a candle or other source of fire and each spend at least a turn magically imbuing the flame with each others lifeforce. When doing so each member takes damage equal to their hit dice as a component to this ritual. (The flame may react in color or activity corresponding to your covens emotions and feelings.)
As long as the rituals fire still burns, If any member of your coven would take damage that would reduce their Hp to 0 or less instead their hit points become equal to the amount of hit points payed in the creation of the ritual, after doing so the fire becomes magically extinguished.
Your coven may only have one ever-burning candle ritual active at one time.
Helious Resistance
Starting at 10th level, you gain resistance to Fire damage and immunity to Blindness effects of magic or items.
Fire Form
Manifesting your control over fire and magics you turn you own body into flame itself.
Starting at 14th level as a bonus action you transform for one minute gaining the following benefits while transformed :
- Immunity to Fire damage.
- Can move through a space as narrow as one inch without squeezing.
- Any creature that touches or hits you with a melee attack within 5 ft. takes 1D10 Fire damage. In addition you may enter a hostile creatures space and stop there. The first time you enter a creatures space on a turn that creature takes 1D10 fire damage and catches fire; until an action is taken to douse the fire the flaming creature takes 1D10 Fire damage at the start of each of their turns.
- You shed bright light in a 30 ft. radius and dim light in an additional 30 foot radius .
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Previous Versions
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