Base Class: Warlock
You have access to some source of pure magic. This access may come from a traumatic or profound experience, prolonged meditation and concentration to achieve this, or a being of great power granting you access.
Magic Conduit
Since the magic you channel comes through you, any spell you cast where you would otherwise choose the center or a point of origin must be centered on you, or originate from you. You are immune to any parts that you choose of your own spells you cast. You may not change the parts of spells you cast that you are immune to after you cast the spell.
Sturdy Conduit
You gain proficiency with constitution saving throws.
Alterable Conduit
If you cast a warlock spell that requires concentration and terminate a spell to cast it, you may choose not to use a spell slot.
This feature is only available if the previous spell was cast was cast with a spell slot that could be used to cast the new spell.
If you do, the duration of the new spell is either the remaining duration of the previous spell, or the duration of the new spell, whichever is less.
Extended Magic
When you cast a spell that has a duration and casting time of one action or less, you may choose to extend it for a number of rounds based on your warlock level. If you choose to extend it, it repeats on your turn every round until the spell ends. Any results of non-saving or attack rolls that would be caused by spells cast in this way is halved.
Limit Breaking
You have gained massive power from the magic you wield. Choose one of the options below.
Dual Conduit
You may use your bonus action to cast a spell that would take only an action.
You may concentrate on two spells at a time.
Forceful blows
Whenever you deal damage, before resistances or immunities are applied, you may change up to 1d10 damage into force damage.
Any damage changed in this way is unaffected by resistances, and if the target has immunity to force damage, the creature only has resistance to damage changed in this way.
Magic Shield
When you enter a combat encounter an invisible coating of magic may appear around you. Roll 25d4. That is the health of the coating. For the purposes of calculating your health, add the health of the coating to your health. If you would take damage, the coating instead takes the damage, up to an amount that would destroy the coating. If the coating reaches 0 hp, it is destroyed.
The coating has resistance to magic.
After the combat ends, the coating disappears.
After using this feature, it may not be used again for an hour.
Previous Versions
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Posted Feb 25, 2023Hi, I really like this subclass. I was wondering what the price would be to have this printed in a 5e adventure booklet I am writing. It's simply a local book. Nothing insane or a money maker.
Hit me up at legacygamingco@gmail.com if you want to chat about it.
Thanks for your time.