Deepdweller Warlock (3.5e Alternate Class Feature)

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Author: the bluez in the dungeon (talk)
Date Created: 28/12/2020
Status: Complete
Editing: Clarity edits only please
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Deepdweller Warlock

Warlocks of the depths have a strong with connection with aberrations, vermins and magic of the sea, caves and Underdark. They exist in two variants, depending on their environment, be it marine or underground.

Class: Warlock In The Dungeon

Prerequisites: Caveborn Warlock: must know the invocation spiderclimb.

Seafaring Warlock: must know the invocation swimming the Styx.

Level: 3rd and 8th

Replaces: Damage Reduction, Fiendish Resilience, Different Skills

Benefit: You must choose one of the two subcategories. Your choice is definitive.

Caveborn Warlock

Add the Climb and Knowledge (dungeon) skills as class skills. You may use Knowledge (dungeon) to orient yourself through caves and underground and to locate cave hazards. The invocation otherwordly whispers gives a bonus on Knowledge (dungeon) checks also.

  • Cavern Adaptation: This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your climb speed from the spiderclimb invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the earth descriptor and cave hazards equal to +4. By level 7th you gain a +4 bonus on saves against mind-affecting effects. By level 11th you gain tremorsense out of 10 feet (3 meters) and a +4 on saves against transmutation effects. By level 15th your tremorsense increases to 20 feet (6 meters). By level 19th you gain a +4 bonus against divination effects.
  • Web Mind: This feature works as fiendish resilience and substitutes it, as well as all of its improvement. As a free action you may gain telepathy. This effect lasts for 2 minutes or a number of minutes equal to its Charisma modifier, whichever is higher. You may communicate with any intelligent creature within 20 feet (6 meters) telepathically. They may answer back by thinking. By level 13th the range increases to 30 feet (9 meters) and to 40 feet (12 meters) by level 18th. You may split the time in multiple uses. You may only communicate with one target per Charisma modifier (minimum one), chosen when you activate this effect.

Special: If you have a natural climb speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to spiderclimb apply to your climb speed. You are also immune to the effects of webs.

Seafarer Warlock

Add the Knowledge (nature) and Swim skills as class skills. You may use Knowledge (nature) to orient yourself at sea and underwater and to forecast the weather. The invocation otherwordly whispers gives a bonus on Knowledge (nature) checks also.

  • Water Adaptation: This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your swim speed from the swimming the Styx invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the water descriptor and water hazards equal to +4. By level 7th you gain a +4 bonus on saves against mind-affecting effects and immunity to the effects of water pression (but not to magic that uses water pression). By level 11th you gain tremorsense out of 15 feet (4,5 meters), but only in water, and a +4 on saves against transmutation effects. By level 15th your tremorsense increases to 30 feet (9 meters). By level 19th you gain a +4 bonus against divination effects.
  • Fluid Mind: This feature works as fiendish resilience and substitutes it, as well as all of its improvement. As a free action you may gain telepathy, by level 8th. This effect lasts for 2 minutes or a number of minutes equal to its Charisma modifier, whichever is higher. You may communicate with any intelligent creature within 20 feet (6 meters) telepathically. They may answer back by thinking. By level 13th the range increases to 30 feet (9 meters) and to 40 feet (12 meters) by level 18th. You may split the time in multiple uses. You may only communicate with one target per Charisma modifier (minimum one), chosen when you activate this effect.

Special: If you have a natural swim speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to swimming the Styx apply to your swim speed. You also gain the ability to breath water, if you don't have it.



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the bluez in the dungeon's Homebrew (740 Articles)
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Authorthe bluez in the dungeon +
ClassWarlock In The Dungeon +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryWarlocks of the depths have a strong with connection with aberrations, vermins and magic of the sea, caves and Underdark. They exist in two variants, depending on their environment, be it marine or underground. +
TitleDeepdweller Warlock +