Warlock
Base Class: Warlock

Willowsnap Jak, or simply Jak; an enigmatic Vestige from a long-forgotten pantheon. Perhaps you found word of him and began to worship his ideals, or perhaps your life was smiliar to the way his followers once lived. Either way, as one of his very few dedicated devotees, he bestows upon you the gifts of his speed, his cunning, and in times of need, his anger.

 

 

Expanded Spell List

Your Pact with the Storm-Jumper allows you to choose from an expanded list of spells when you choose a new spell. The following spells are added to the warlock spell list for you. 

Storm-Jumper Expanded Spells
SPELL LEVEL SPELLS

1st

feather fall, thunderwave

2nd

blur, gust of wind

3rd

call lightning, haste

4th

freedom of movement, storm sphere

5th

control winds, teleportation circle

Quickened Heart

Starting at 1st level, whenever you deal damage with the eldritch blast cantrip or the hex spell, you can choose to deal lightning or thunder damage instead of the normal damage. In addition, you learn the shocking grasp cantrip, and you can cast it with a range of 15 feet instead of Touch. It counts as a warlock cantrip for you and does not count against the number of cantrips you can know.

Trickster's Tools

You gain proficiency in two skills of your choice from the following list: Acrobatics, Deception, Intimidation, Performance, Persuasion, Sleight of Hand, or Stealth. You also gain proficiency with rapiers, scimitars, shortswords, and hand crossbows. Whenever you deal damage with one of these types of weapons, you can choose to change the damage type of the attack to lightning or thunder, and when you do the hit deals an extra 1d6 of the chosen damage type.

Electric Adieu

Starting at 6th level, when you take damage from an attack that originated within 60 feet of you, you can use your reaction to force your attacker to make a Dexterity saving throw against your warlock spell save DC. Lightning arcs from your body towards the creature, and on a failed save they take lightning damage equal to 1d10 + half your warlock level, or half as much damage on a successful save. Immediately after the attacker takes this damage, you can fly 10 feet in any direction without provoking opportunity attacks. If you do not end this movement on the ground, you fall to the ground at the start of your next turn. Once you use this feature, you cannot do so again until after your next short or long rest. If you are in stormy conditions, such as those created by the call lightning spell, you can use this ability without requiring a rest as long as the storm endures, and you do not fall to the ground at the beginning of your turn following its use.

Lightning Leap

Once you reach 10th level, you can choose to use your patron's speed instead of your own, flashing momentarily into lightning before reappearing again nearby. Whenever you jump as part of your movement on your turn, you can choose to teleport directly to the destination of your jump, instead of moving through each space between. Each creature within 5 feet of either the space you left or the space where you land after jumping in this way (your choice) immediately takes thunder damage equal to your Charisma modifier, and must make a Constitution saving throw against your spell save DC or become blinded until the end of their next turn. You can choose to teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest. 

Conduit of the Vestige

Starting at 14th level, you learn to tap into the raw, untamed power of a trickster's rage. As a bonus action, you can transform yourself, channeling this power. For 1 minute, or until you drop to 0 hit points, you gain the following benefits:

  • Your voice is magnified, booming and echoing; audible from 300 feet away.
  • You gain resistance to force, lightning, radiant, and thunder damage.
  •  You gain a fly speed equal to your walking speed.
  • Your eyes glow with electric blue energy, and lightning begins to arc across your body. When a hostile creature ends their turn within 5 feet of you, they take lightning damage equal to 1d6 + your Charisma modifier.
  • You can use your action to cause lightning to arc from your hand and hit a creature within 10 feet of you. That creature must make a Dexterity saving throw against your warlock spell save DC. On a failed save they take 4d8 lightning damage and are stunned until the end of your next turn. On a successful save they take half as much damage and are not stunned. 
  • When you cast a spell from your Expanded Spell list, it does not require concentration.

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
3/17/2021 6:22:55 PM
14
3
1.5
Coming Soon
3/17/2021 6:34:00 PM
15
1
1.6
Coming Soon

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