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User:Zhenra-Khal/Z's Warlock (5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 12-22-2022
Status: In Progress
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This supplement is meant to replace the entirety of the SRD Warlock class. It has been rebuilt from the ground up to facilitate more flexible gameplay without gaining too much power, and features 28 Hexes, 94 Invocations, 17 subclasses, 14 Boons, and a whole slew of new spells to play with. The Hex and Eldritch Blast spells have been removed from the Warlock spell list when using this alternate class, and it is designed with that in mind. Feedback encouraged and welcome.

WarlockEdit

Creating a WarlockEdit

Quick BuildEdit

To quickly make a Warlock, follow these steps:

  • Make Intelligence your highest ability score, followed by Dexterity and Constitution;
  • Choose the Degenerate and Raze Hexes;
  • Choose the Chill Touch and Fire Bolt cantrips;
  • Choose the Armor of Agathys and Cause Fear spells;
  • Select the background that best matches who you were before you gained your power; Otherwise, choose the Sage background.

Class FeaturesEdit

As a Warlock, you gain the following class features.

Hit PointsEdit

Hit Dice: 1d8 per Warlock level
Hit Points at 1st Level: d8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier

ProficienciesEdit

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion.

EquipmentEdit

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack

Leather armor, any simple weapon, and two daggers

Wealth RollsEdit

Alternatively, you can ignore the equipment listed above and in your background, and buy 4d4 x 10gp (Avg. 100gp) worth of equipment from chapter 5 of the Player’s Handbook.

MulticlassingEdit

The prerequisites for multiclassing into or out of the Warlock class are an Intelligence score of 13 and a Constitution or Dexterity score of 13.

When you multiclass into the Warlock class, you gain proficiency with light armor and simple weapons.

WarlockEdit

Table: Occult Magic

Level Proficiency
Bonus
Features Hexes
Known
Cantrips
Known
Spells
Known
Arcana
Points
Arcana
Limit
Mystic Arcana Invocations
Known
Minor Major
1st +2 Otherworldly Influence, Occult Magic, Occult Hex 2 2 2 2 2 1st - -
2nd +2 Incant, Eldritch Invocations 2 2 3 3 2 - - 2
3rd +2 Occult Boon 2 2 4 4 2 2nd - 2
4th +2 Ability Score Improvement 2 3 5 5 2 - - 2
5th +3 Occult Boon Improvement 3 3 6 6 3 3rd - 3
6th +3 Otherworldly Influence Feature 3 3 7 7 3 - - 3
7th +3 - 3 3 8 8 3 4th - 3
8th +3 Ability Score Improvement 3 3 9 9 3 - - 3
9th +4 Occult Boon Improvement 4 3 10 10 5 5th - 4
10th +4 Otherworldly Influence Feature 4 4 10 11 5 - - 4
11th +4 Occult Recovery 4 4 11 11 5 - 6th 4
12th +4 Ability Score Improvement 4 4 11 12 5 - - 4
13th +5 - 5 4 12 12 6 - 7th 5
14th +5 Otherworldly Influence Feature 5 4 12 13 6 - - 5
15th +5 Occult Boon Improvement 5 4 13 13 6 - 8th 5
16th +5 Ability Score Improvement 5 4 13 14 6 - - 5
17th +6 - 6 4 14 14 7 - 9th 6
18th +6 Occult Master 6 4 14 15 7 - - 6
19th +6 Ability Score Improvement 6 4 15 15 7 - - 6
20th +6 Otherworldly Influence Feature 6 4 15 15 7 - - 6

Otherworldly InfluenceEdit

At 1st level, you have learned to draw power from an otherworldly source - Whether you have struck a bargain with an otherworldly being, discovered forbidden knowledge stolen from eldritch gods, or simply been corrupted by the influence of another world. This grants you an Otherworldly Influence of your choice, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 20th level. Those features include an expanded spell list.

Bestowed SpellsEdit

Each Otherworldly Influence has a list of associated spells, called Bestowed Spells. You gain access to these spells at the levels specified in the Influence description. Once you gain a bestowed spell, you always know it, and it doesn't count against the number of spells you know.

If you gain a spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you.

Occult MagicEdit

Your arcane research and the magic bestowed on you by your Influence have given you facility with spells.

CantripsEdit

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Mystic ArcanumEdit

At 1st level, your forbidden knowledge and connection to your Influence grants you a magical secret, called an Arcanum. You gain one 1st-level spell slot, which you may use to cast your Warlock spells; This is called a Minor Arcanum. You gain additional Minor Arcanum spell slots when you reach certain levels in this class, as follows:

  • One 2nd-level spell slot at 3rd level;
  • One 3rd-level spell slot at 5th level;
  • One 4th-level spell slot at 7th level;
  • And one 5th-level spell slot at 9th level.

You regain all of your expended Minor Arcanum spell slots when you finish a Short or Long Rest.

At 11th level, you gain one 6th-level spell slot; This is called a Major Arcanum. You gain additional Major Arcanum spell slots as follows:

  • One 7th-level spell slot at 13th level;
  • One 8th-level spell slot at 15th level;
  • And one 9th-level spell slot at 17th level.

You regain all of your expended Major Arcanum spell slots when you finish a Long Rest.

Arcana PointsEdit

The magic you have gained from your Influence suffuses you with arcane power, represented by a number of Arcana Points, which you may use in place of spell slots to cast your Warlock spells. You begin with 2 Arcana Points, and gain additional Arcana Points based on your Warlock level, as noted in the Arcana Points column of the Warlock table above.

To cast a spell, you must spend a number of Arcana points based on the level at which you wish to cast the spell; Thus, if you want to cast the 3rd-level spell Fireball, or cast the 1st-level spell Burning Hands as if from a 3rd-level spell slot, you would spend the appropriate number of points for a 3rd-level spell. The Occult Magic Spell Costs table below shows the cost of each spell level. You cannot spend more Arcana Points on a single spell than the number listed for your level in the Arcana Limit column of the Warlock table above.

When you finish a Long Rest, you regain all of your expended Arcana Points. Additionally, when you finish a Short Rest, you regain Arcana Points equal to your Arcana Limit.

Occult Magic Spell Costs

Spell Level Arcana
Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Spells Known of 1st Level and HigherEdit

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than your highest-level Arcanum spell slot. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting AbilityEdit

Intelligence is your spellcasting ability for your Warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Warlock spell you cast, and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting FocusEdit

You can use an arcane focus as a spellcasting focus for your warlock spells.

Occult HexEdit

You can learn a number of powerful incantations, known as Hexes, derived from your Influence's otherworldly power. Your hex options are detailed at the end of the class description.

At 1st level, you learn two hexes of your choice. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack bonus and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; However, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.

Magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as Counterspell or Dispel Magic, that interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect, or if Remove Curse or a similar effect is cast on either the caster or the target.

IncantEdit

Beginning at 2nd level, you can use your bonus action to Incant. In doing so, the duration of a hex on which you are concentrating extends by 1 round.

If the hex has one or more target, a target must be within 60 feet of you in order for the hex’s duration to extend for it - If a target is outside of this range, the hex's duration on that target is not extended.

Incanting requires a verbal component, as if casting a spell. This component can range anywhere from cackling maniacally and hurling mundane insults, to the murmuring of dead languages and speaking backwards.

Eldritch InvocationsEdit

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two Eldritch Invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Invocations you know and replace it with another invocation that you could learn at that level.

Occult BoonEdit

Beginning at 3rd level, your connection to your Influence coalesces into a helpful boon, usually in the shape of a physical object. This grants you one Occult Boon of your choice, detailed at the end of the class description. You choice grants you benefits at 3rd level, and again at 5th, 9th and 15th level.

Ability Score ImprovementEdit

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Eldritch VersatilityEdit

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace one cantrip you learned from this class's Occult Magic feature with another cantrip from the warlock spell list.
  • Replace one spell you learned from this class's Occult Magic feature with another spell from the warlock spell list. The spell must be of a level for which you have spell slots.
  • Replace one Occult Hex you know with another Hex of your choice.
  • Replace one Eldritch Invocation with another Invocation of your choice, for which you must meet the prerequisites.
  • Replace the option you chose for the Occult Boon feature with one of that feature's other options.


Occult RecoveryEdit

Beginning at 11th level, you gain the ability to focus on your connection to your Influence, drawing on its hidden reserves of power. As an action, you regain expended Arcana Points equal to your Arcana Limit.

Once you use this feature, you must finish a Long Rest before you can use it again.

Occult MasterEdit

At 18th level, your ability to draw on your Influence for power improves. When you use Occult Recovery, you also regain all of your expended Minor Arcanum spell slots.