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Grimoire Warlock

Todo: Make a Heallock class for causes and make the Warlock a warrior only class.

Making a Grimoire Warlock

Warlocks can either be controllers or strikers, or be both. They can be built as either melee or ranged combatants.

Abilities: Depending on your initial clause, charisma or wisdom are key to your invocation and eldritch blast saving throws. Dexterity makes your eldritch blast harder to avoid.

Races: Non-savage races are more likely to join.

Alignment: Any, though lawful characters are more likely to sign a contract. Evil characters will sign it for pure power while good characters will sign it to help combat evil. Chaotic characters might sign it on a whim while lawful characters will think deeply before deciding to sign it.

Starting Gold: 3d4×10 gp (75 gp). Starting Age: "Simple" or "As rogue"

Table: The Grimoire Warlock

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations Known Maximum Grade
Fort Ref Will
1st +0 +0 +2 +2 Contract, Invocations, Eldritch Attack 1 Least
2nd +1 +0 +3 +3 Eldritch Extension 1 -
3rd +2 +1 +3 +3 Fighting Style 2 -
4th +3 +1 +4 +4 3 -
5th +3 +1 +4 +4 4 -
6th +4 +2 +5 +5 5 Lesser
7th +5 +2 +5 +5 Eldritch Extension 5 -
8th +6/+1 +2 +6 +6 6 -
9th +6/+1 +3 +6 +6 7 -
10th +7/+2 +3 +7 +7 8 -
11th +8/+3 +3 +7 +7 9 Greater
12th +9/+4 +4 +8 +8 Eldritch Extension 9 -
13th +9/+4 +4 +8 +8 10 -
14th +10/+5 +4 +9 +9 11 -
15th +11/+6/+1 +5 +9 +9 12 -
16th +12/+7/+2 +5 +10 +10 13 Dark
17th +12/+7/+2 +5 +10 +10 Eldritch Extension 13 -
18th +13/+8/+3 +6 +11 +11 14 -
19th +14/+9/+3 +6 +11 +11 15 -
20th +15/+10/+5 +6 +12 +12 16 -

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Knowledge (Int), Listen (Wis) Spellcraft (Int), Spot (Wis), Use Magic Device (Cha),

Class Features

All of the following are class features of the Grimoire Warlock.

Weapon and Armor Proficiency: Simple weapons and light armor. No shields.

Attack Bonus: Eldritch Attack (if you choose a shape that requires an attack roll, you add +1 to the attack roll plus a +1 Competence bonus to attacks for every four levels (round down) you possess when using a signature blast shape.)

Invocations: Invocations are spell-like abilities that use a move action, are subject to spell failure chance for medium and heavy armor, and have a somatic and verbal component. They may be dispelled with a move action. They are split between four grades: Least, Lesser, Greater, Dark. At CL1 level, you may learn least invocations. At CL6, lesser; CL11 greater; CL16 dark.

When you gain access to the next grade of invocations, you gain mastery with the prior grades. The benefit gained is shown in the following chart.

Table: Invocations Prior Grade Mastery Benefits
Grades Prior Benefit Gained
1 Somatic component unneeded. Standard action to refresh these invocations.
2 Invoking and Dispelling time changes to swift or move action. Move action to refresh these invocations.
3 Swift action to refresh these invocations.
4 Invocations are refreshed automatically.
5 Immediate action to invoke and dispel.
6 May cast invocation along with another invocation

At every caster level other than 2nd, 7th, 12th, and 17th, you gain an invocation. The invocation you gain must be on your invocations knowable list. The invocations knowable list is made up of the standard invocation list (see below) plus the invocations of your contract. Instead of an invocation, you may also choose an eldritch (blast) shape or eldritch essence, though they must also be on the invocations knowable list.

When you use an invocation, you cannot use it again until you refresh your invocations. To refresh your invocations, you use a full-round action that provokes attacks of opportunities. You may make a disguise check to make it look like you are doing something else, such as thinking thoughtfully. Invocations that are still in effect are also refreshed. You may not reinvoke an invocation that is still in effect, except to reset its duration.

Contract (Ex): Warlocks gain their power by signing contracts with powerful creatures. Other classes may gain powers through contracts, so a clause for warlocks specifically is also included.

The powerful creature that signs the contract gains something in return for giving away these powers. This something might be a minion to do its bidding (as is the case with many purpose-based contracts), or it might be a bit of the warlock's being, either the soul when the creature dies or experience for leveling up.

Every contract has at least one clause. A clause is a purpose or a concept, though more may be added through the feat "Extra Clause". Every clause adds 5 invocations per grade to the invocations knowable list and has a special power, similar to the special powers of clerical domains. Each clause also has a list of 4 to 6 class skills.

Initial Clause (Ex): At first level, you must choose a clause. This clause determines many key abilities about yourself. You gain all skills of the clause as class skills. If the clause is a purpose, saving throws for the special effects of your invocations are keyed off of Wisdom. If the clause is a concept, saving throws for the special effects of your invocations are keyed off of Charisma.

Extra Clauses (Ex): If by some means, you gain an extra clause, you add all invocations of that clause to your invocations knowable list. You choose one skill on the clause's skill list, and that skill becomes a class skill for you. Saving throws for these invocations are still based off of your initial clause. The extra clauses cannot clash with any prior clauses. For example, if you have a clause for "Goodness", you cannot take a clause for "Evilness".

Warlock's Clause (Ex): This clause gives warlocks Eldritch Attack. At every level except for 2nd, 7th, 12th, and 17th, you may add an invocation to your invocations known list from your invocations knowable list. Various eldritch shapes and essences are added to your invocations knowable list. If you choose an eldritch shape or eldritch essence instead of an invocation, the eldritch shape or essence gets added to your eldritch shapes and essences list instead of your list of invocations known. As a warlock, you must choose a concept.

Eldritch Attack (Sp):Eldritch Attack is a spell-like-ability that may be used at will. It's base damage is 1d4 damage per caster level. You may choose to make it bludgeoning, piercing, or slashing damage, but it otherwise does not bypass damage reduction except for creatures with damage reduction bypassed by specifically magic. Spell Resistance does not apply. It spell-level-equivalent is the higher of your Eldritch Shape or Eldritch Essence spell-level-equivalent. Eldritch Attack is of the conjuration and evocation schools and is an instantaneous effect.

You add your dexterity modifier to your attack roll and add no modifier to your damage roll. If no attack roll is given, the target may make a reflex save, DC 10 + 1/2 your level + your Dexterity modifier for half of the base damage. Furthermore, creatures with Evasion are not effected by your Eldritch Essence if they make the save. Eldritch Attack counts as a weapon for the purpose of feats. You automatically start out with Weapon Focus (Eldritch Attack) via your Attack bonus. You also count as having Weapon Finesse (Eldritch Attack) for the purpose of prerequisuites.

Every time you use Eldritch Attack, you must choose an Eldritch Shape and an Eldritch Essence. An Eldritch Shape effects the area, casting action, range, target, and may have a special effect. An Eldritch Essence adds extra effects to the blast. You use the higher equivalent spell level of the Eldritch Shape and Eldritch Essence to determine the equivalent spell level of the Eldritch Attack.

At first level, you start with two Eldritch Shapes, Ray and Strike, and one Eldritch Essence, Power.

You should probably explain what this ability looks like ("A stream of needles shoot out of my hands and strike the ork before disappearing"). Be as creative as you want. Seriously, you are free to use your imagination here.

Eldritch Extension (Ex): At 2nd level, and every 5 levels onwards, you may add a new Eldritch Shape and a new Eldritch Essence to your list of Blasts and Essences known. You may choose any shape or essence as long as it does not start with the word "Greater" or contains the [healing] descriptor unless they are on your invocations knowable list.

Fighting Style (Ex): Choose a fighting style, either melee or ranged. If you choose ranged, you gain Sharpshooter as a bonus feat. If you choose melee, you gain Toughness, Grimoire as a bonus feat.


Invocations
Eldritch Shapes

Note: When I get the format figured out, I'll try building a template. Until then, they are in pre tags.

Ray:

 Grade:  Least (1)
 Range:  Depends on Grade.  Close for Least, Medium for Lesser, Long for Greater and Dark.
 Area:  Ray
 Action:  Standard
 Target:  Living creature
 Special:  This is considered a signature attack.

Strike:

 Grade:  Least (1)
 Range: Threat Range
 Area:  Melee
 Action:  Standard
 Target:  Living creature
 Special:  This is considered a signature attack.

AoO:

 Grade:  Least (1)
 Range: Threat Range
 Area:  Melee
 Action:  Attack of Oppurtunity
 Target:  Provoking creature
 Special:  You are never considered unarmed.

Chain:

 Grade:  Lesser (2)
 Range:  As Ray
 Area:  Ray
 Action:  Standard
 Target:  Two living creatures (see special)
 Special:  Make a ranged attack against the first creature.  If it succeeds, you may make a ranged attack against the second.
 

Grapple:

 Grade:  Lesser (2)
 Range:  Threat
 Area:  Melee
 Action:  Grapple
 Target:  Grappled creature
 Special:  Make a grapple check.  If you succeed, you grapple the creature normally and deal damage without a save.

Line:

 Grade:  Lesser (2)
 Range:  5ft per CL
 Area:  Line
 Acton:  Standard
 Target:  All living creatures in area.
 

Cleave:

 Grade:  Greater (3)
 Range:  Threat Range
 Area:  Melee
 Action:  Standard
 Target:  Living creature plus adjacent enemies
 Special:  You may not target cleave on an enemy in the same square as yourself.

Cone:

 Grade:  Greater (3)
 Range:  5ft per 2 CL
 Area:  Cone
 Action:  Standard
 Target:  All living creatures in area
 

Allies:

 Grade:  Dark (4)
 Range:  Personal
 Area: 60ft Sphere 
 Action:  Standard
 Target:  Allies
 Special:  Heallock only.
 

Burst:

 Grade:  Dark (4)
 Range:  Personal
 Area:  60ft Sphere
 Action:  Standard
 Target:  All living creatures in area
 

Enemies:

 Grade:  Dark (4)
 Range:  Personal
 Area:  20ft Sphere
 Action:  Standard
 Target:  Enemies
 Special:  Warlocks only.

Whirlwind:

 Grade:  Dark (4)
 Range:  Threat
 Area:  Melee
 Action:  Standard
 Target:  All living creatures in threat range.
Eldritch Essences

Power:

 Grade:  Least (1)
 Effect:  Increase size of damage dice by 1.  (d4s become d6s)
 

Ability Down:

 Grade:  Least (2)
 Effect:  When you add this essence to your list of shapes and essences known, pick an ability score.  When you apply this essence, you deal 2 temporary ability damage to that ability score that lasts for 1 minute.  Extra damage is not cummulative, 
 Save:  Will negates (Charisma, Intelligence, Wisdom); Fortitude negates (Strength, Constitution, Dexterity).
 Greater:  Deal 1d4+1 temporary ability damage instead of 2

Spellstrained:

 Grade:  Lesser (3)
 Effect:  Add 2 Spellstrained levels.
 Save:  Will negates.
 Greater:  Deal 1d4+1 Spellstrained levels instead of 2
Clauses

Ex-Grimoire Warlocks

Any Grimoire Warlock who breaks the initial clause of its contract loses all class abilities until it resigns the contract and an atonement spell is cast on the Grimoire Warlock. Extra clauses that are broken causes the loss of abilities gained from signing each extra clause.

Epic Grimoire Warlock

Table: The Epic Grimoire Warlock Hit Die: d6
Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

2 + Int modifier skill points per level.

Invocations: Your caster level continues to increase.

Bonus Feats : The epic Grimoire Warlock gains a bonus feat (selected from the list of epic Grimoire Warlock bonus feats) every n levels after 20th.

Epic Grimoire Warlock Bonus Feat List: <-list of bonus epic feats->.

Human Grimoire Warlock Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





<nowiki> Back to Main Page3.5e HomebrewClassesBase Classes

Havvy's Homebrew (191 Articles)
Havvyv
Spellstrained1 Arcane Bane, Arcane Theft, Constraining Blast, Mind Numbing Stab, Mindlock Strike, Nullstrain, Quicken Invocation, Ring of Mental Transformation, Spell Drain, Spellcutting, Spellslashing, Spellslashing Burst, Spellstrained, Still Invocation
Character Options Abyssal Heritor Warlock, Act Fast, Arcane Metamagic, Blocked Opportunity, Bonus Power, Colourful Flag, Colourful Flag, Improved, Contagious Aura of Success, Contagious Evasion, Contagious Mettle, Contagious Success, Continued Mind Enhancement, Continued Mind Enhancement, Rogue Balance, Deadly Blast, Disciplined Charge, Disciplined Cleave, Disciplined Trip, Emergency Reinvoke, Energy Substitute Spell-Like Ability, Enhancement Power Attack, Extended Shot, Extra Daily Spell, Extra Dark Invocation, Far Throw, Flurry of Blasts, Fool Me Once, Friends Fate, Heightened Potion, Improved Wingpin, Increased Toxin Pool, Just A Flesh Wound, Keen Enhancement, Loser of The Game, Luminaphobia, Magical Vigor, Mass Manifesting, Mass Spellcasting, Mind Numbing Stab, Narrow Mind, Overcome Deficiency, Phantasmal Summons, Practiced Turner, Purge Vulnerability, Quicken Invocation, Quickened Death Attack, Reprogram, Share Spell Metamagic, Shored Weakness, Short Sleeper, Sociopath, Solipsistic Sanity, Spell Drain, Still Invocation, Strong Throw, Sublime Practice, Throw Potion, Tough Wizard, True Genesis, Unfate, Upgrade, Weapon Enhancement Specialization, Wild Versatility
Invocations Blast of Defeat, Constraining Blast, Corrosive Blast, Critical Blast, Eldritch Eye, Elemental Blast, Evasive Spirit, Ignitable Spirit, Miniature Blast, Precise Blast, Precise Senses, Slipskin, Subdual Strike, Susceptible Strike, Volcanic Resilience
Variants and Terms Basic Magic Strike, Cramped, Cross-Discipline Maneuvers, Die Pool for Ability Scores, Fog, Fragile Weapons, Half-Damage on Hit Roll equal to AC, Ongoing Damage, Pathfinder Oracle Curses as Tome Feats, Precision Resistance, Realistic Weapon Damage, Restricted Aligned Spells, Scaling Maneuvers, Spellstrained, Susceptible, Tome Styles, Truedeath Fog, Uncentered, Weather
Class Ability Components Arcane Bane, Arcane Theft, Beguiling Remark, Beshadowing Strike, Chain Attack, Curse of the Day, Curse of the Night, Dark One's Own Luck, Darkball, Decency, Dive of the Eagle, Fear of The Other, Focus Spell, Gaussian Property of Distribution, Greater Nonlethal Field, Horizon's Push, Hyperbolic Asymptote, Jelly, Jelly Katamari, Mindlock Strike, Nonlethal Field, Partial Shadow, Power Word The Game, Practice Field, Recreation, Refit Limb, Restful, Restructure, Restructure, Greater, Restructure, Lesser, Restructure, Mass Lesser, Restructuring Circle, Revigorize, Revive Construct, Rien's Spontaneous Regression, See The Unseen, Seen but Unseen, Shadow's Trip, Time, Unwary Harassment, Weightless Object, Zeno's Lemma, Zone of Restructuring, Zone of Vigor
Other Abyssalbred, Antistrain, Avicularia, Belt of Temporal Summoning, Boots of the Summoned Hulk, Celestubus, Chemist, Coffee, Crate, Damage Susceptibility, Dire Hypnotoad, Eldritch Blast Specialist, Enchanted Pouch, Fell Contract, Hyper, Hypno, Identity Disc, Klein, Klein Sword, Logarithmic, Nullstrain, Ring of Lesser Warmth, Ring of Mental Transformation, Self-Repair, Shadow Adept, Shadow Pact Warlock, Spellcutting, Spellslashing, Spellslashing Burst, Sublime Bane, Summoning Gloves, Summoning Gloves of Magnificence, Truecenter Crystal, Weightless, Wingpin, Yoshi
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