Base Class: Warlock
You have made a pact with an ancient dragon of immense power, overwhelming ambition, and nearly insurmountable intellect. Niv-Mizzet, known in the plane of Ravnica as the Guildmaster of the Izzet League, possesses a constantly increasing knowledge of the secrets of the universe as he executes his countless experiments. Niv-Mizzet offers his power to those with an insatiable desire for knowledge and an unending passion for innovation and improvement. This power comes at a price, however. He compels the recipients of his powers to seek the unknown, potentially endangering themselves for the possibility of newfound knowledge.
Expanded Spell List
Niv-Mizzet lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Innovative Expanded Spells
Spell Level Spells
1st magic missile, chromatic orb
2nd detect thoughts, scorching ray
3rd lightning bolt, glyph of warding
4th confusion, private sanctum
5th wall of force, conjure elemental
Upgraded Fighting
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and martial weapons.
Your patron rewards you for your intellect, allowing you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with that has the ranged property. When you attack with that weapon, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Additionally, you can use your Intelligence modifier, instead of Charisma, as you spellcasting ability.
Elemental Cataclysm
Starting at 1st level, your patron grants you enhanced elemental abilities at the cost of safety. As a bonus action, you can emit a burst of energy from yourself in a 30 foot radius, which lasts for one minute and takes the shape of a dome. Choose a number of creatures within 30 feet of you up to your Intelligence modifier (minimum of one) that you can see. Additionally, roll twice on the damage type table below. These creatures must succeed an Intelligence saving throw against your spell save DC or take damage equal to half your proficiency bonus (rounded up) of one of the rolled damage types and become exposed (all creatures take the same damage type). For the duration, the exposed creatures glow, and you gain the following benefits against the exposed creatures:
- When a creature is damaged by an attack or spell that deals one of the rolled damage types, you deal additional damage equal to your proficiency bonus. If this damage is dealt by another creature, only half of their proficiency bonus is added, and it can only be added once on their turn.
- When an exposed creature dies within the cataclysm's range from a spell or attack that deals one of the rolled damage types, you can use your reaction to transfer any excess damage to the nearest exposed creature within the cataclysm's range. The damage is blocked by total cover. If two or more exposed creatures are within the same distance, you choose which creature takes the damage. If there are no exposed creatures to transfer the damage to, only half of the damage is transferred to the nearest creature.
- Damage from your weapons is converted to one of the rolled damage types, and is magical for the purpose of overcoming non-magical damage.
The cataclysm ends early if you die or become incapacitated; otherwise, all effects of the cataclysm end after one minute. Additionally, for the duration of the cataclysm, you gain vulnerability to one of the damage types, which you roll for on the damage type table. You can use this feature a number of times equal to your proficiency bonus per long rest.
|
Roll on d6 |
Damage Type |
|
1 |
Cold |
|
2 |
Fire |
|
3 |
Force |
|
4 |
Lightning |
|
5 |
Thunder |
|
6 |
Reroll the d6 |
Enhanced Pact Boon
At 6th level, in return for your service, your patron has gifted you knowledge to optimize your use of your pact boon:
- Pact of the Blade:
- Ranged weapons can now act as your pact weapon.
- When you take the Improved Pact Weapon invocation, you can also use your reaction to add your Intelligence modifier to your pact weapon's attack roll when you miss an attack with your pact weapon, potentially turning the missed attack into a success. You can only do so once per short rest.
- Additionally, the time it takes for the ritual to turn a magical weapon into a pact weapon is reduced to 10 minutes.
- Pact of the Tome:
- Your selected cantrips that target only one creature deal additional damage equal to half of your proficiency bonus.
- Creatures damaged by your selected cantrips have disadvantage on constitution saving throws made to maintain concentration.
- Additionally, once per short or long rest, you have advantage on the first Constitution saving throw made to maintain concentration after casting any of these cantrips.
- Pact of the Chain:
- Once per short rest, when you cast a spell that heals or deals damage through your familiar, you can add an additional die of the same die size to that healing or damage roll.
- Your patron allows you to summon a Guard Drake. Your familiars also have advantage on attack rolls against exposed creatures.
- Additionally, the casting time to summon your familiar is reduced to 10 minutes.
- Pact of the Talisman:
- If you fail an ability check after adding the d4 to the roll, you do not expend a use of this feature, and the d4 increases to a d6; if the ability check with the d6 fails, it increases to a d8. Once you succeed using an ability check using this die, its size becomes a d4.
- You can also expend a use of this feature to add the die to death saving throws.
- The ceremony to regain your talisman also only takes 10 minutes.
Pact of the Blade
- Ranged weapons can now act as your pact weapon.
- When you take the Improved Pact Weapon invocation, you can also use your reaction to add your Intelligence modifier to your pact weapon's attack roll when you miss an attack with your pact weapon, potentially turning the missed attack into a success. You can only do so once per short rest.
- Additionally, the time it takes for the ritual to turn a magical weapon into a pact weapon is reduced to 10 minutes.
Pact of the Chain
- Once per short rest, when you cast a spell that heals or deals damage through your familiar, you can add an additional die of the same die size to that healing or damage.
- Your patron allows you to summon a Guard Drake. Your familiars also have advantage on attack rolls against exposed creatures.
- Additionally, the casting time to summon your familiar is reduced to 10 minutes.
Pact of the Talisman
- If you fail an ability check after adding the d4 to the roll, you do not expend a use of this feature, and the d4 increases to a d6; if the ability check with the d6 fails, it increases to a d8. Once you succeed using an ability check using this die, its size decreases back to a d4.
- You can also expend a use of this feature to add the die to death saving throws. Once you use the die in this way, you can't do so again until you've finished a long rest.
- The ceremony to regain your talisman also only takes 10 minutes.
Pact of the Tome
- Your selected cantrips that target only one creature deal additional damage equal to half of your proficiency bonus.
- Creatures damaged by your selected cantrips have disadvantage on constitution saving throws made to maintain concentration.
- Additionally, once per short or long rest, you have advantage on the first Constitution saving throw made to maintain concentration after casting any of these cantrips.
Unleash Chaotic Energy
Starting at 10th level, you learn the spell chaos bolt. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Additionally, your patron's magic enhances this spell. The first exposed creature you damage with this spell takes an additional 1d8 damage, which functions the same as the other 2d8. When rolling damage, if there is a one number difference between both rolled d8s, the chaotic energy leaps to a new target, as if you had rolled the same number on both d8s. If the difference between the d8s is more than one, the spell does an additional 1d6 of the chosen damage type instead.
Implode Cataclysm
Starting at 14th level, as a bonus action, you can end your Elemental Cataclysm early. When you do so, the exposed creatures must succeed an Intelligence saving throw against your spell save DC or take 3d8 of one of the damage types on the Elemental Cataclysm damage type table, or half as much on a failed save. You roll once for the damage type the exposed creatures take, and you take half of the total damage dealt by this ability, as the cataclysm collapses on you. You can end the cataclysm in this way once per short rest.
Comments