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character:decota:hunt:class [2020/01/10 19:53] – [Brabarian] Cindercharacter:decota:hunt:class [2020/02/27 10:27] Cinder
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 Heart of Enemies \\ Heart of Enemies \\
 Beginning at 10th level, by consuming a heart of a humanoid you have participated in slaying within the past hour, you regain your full hit points as if finishing a long rest. You must finish a long rest to regain use of this feature. Beginning at 10th level, by consuming a heart of a humanoid you have participated in slaying within the past hour, you regain your full hit points as if finishing a long rest. You must finish a long rest to regain use of this feature.
-====== Warlock ====== 
  
-Hit Dice: 1d8 per warlock levei \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier \\ 
-Hit Points at Higher Levels: ld8 (or 5) + your Constitution modifier per warlock level after 1st \\ 
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-Class Features \\ 
-As a warlock, You gain the following class features. 
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-**Cantrips Known** \\ 
-lv 1 = 2 Cantrips \\ 
-lv 4 = 3 Cantrips \\ 
-lv 10 = 4 Cantrips \\ 
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-**Spell SLots** \\ 
-lv 1 = 1 Spell Slot \\ 
-lv 2 = 2 Spell slots 
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-**Spells Known** \\ 
-lv 1 = 2 Spells \\ 
-lv 2 = 3 Spells \\ 
-lv 3 = 4 Spells \\ 
-lv 4 = 5 Spells \\ 
-lv 5 = 6 Spells \\ 
-lv 6 = 7 Spells \\ 
-lv 7 = 8 Spells \\ 
-lv 8 = 9 Spells \\ 
-lv 9 = 10 Spells \\ 
-lv 10 = 10 Spells \\ 
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-====Level 1 Warlock==== 
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-Otherworldly Patron Kraken (Vhiloin) \\ 
-At 1st level, you have struck a bargain with an otherworldly being of your choice: The Archfey, The Fiend, or The Great Old One, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. 
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-**Bonus Cantrip** \\ 
-At first level, you learn the Shape Water and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. 
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-**Shape Water** \\ 
-Casting Time: 1 action \\ 
-Range: 30 feet \\ 
-Components: S \\ 
-Duration: Instantaneous or 1 hour (see below) \\ 
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-You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: \\ 
-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. \\ 
-You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. \\ 
-You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. \\ 
-You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. \\ 
-If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 
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-**Shocking Grasp** \\ 
-Evocation Cantrip \\ 
-Casting Time: 1 action \\ 
-Range: Touch \\ 
-Components: V, S \\ 
-Duration: Instantaneous \\ 
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-Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. \\ 
-At Higher Levels The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 
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-**Ocean's Embrace** \\ 
-Starting at 1st level, your Patron has given you a measure of its aquatic prowess. You gain a swimming speed equal to your walking speed and can hold your breath up to one hour. You can also cast spells with verbal components and gain darkvision while underwater. You may also apply your charisma bonus instead of your strength bonus to grapple checks. If you choose the * Gifts of the Depths * Eldritch Invocation from Xanathar's Guide to Everything, your swimming speed becomes equal to double your walking speed instead. 
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-Spellcasting Focus \\ 
-You can use an arcane focus (found in chapler 5) as a spellcasting focus for your warlock spells. 
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-Eldritch Invocations \\ 
-In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. 
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-====Level 2 Warlock==== 
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-DEVIL'S SIGHT \\ 
-You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet 
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-AGONIZING BLAST \\ 
-Prerequisite: eldritch blast cantrip 
-When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. 
-====Level 3 Warlock==== 
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-PACT BOON \\ 
-At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. 
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-PACT OF THE BLADE \\ 
-You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity lo nonmagical attacks and damage. 
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-Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again. if you dismiss the weapon (no action required), or if you die, 
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-You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space 
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-====Level 4 Warlock==== 
----- 
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-**Ability Score Improvement or Feat** 
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-Grappler \\ 
-Prerequisites: Strength 13 \\ 
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-You have advantage on attack rolls against creatures you are grappling. 
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. 
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-====Level 5 Warlock==== 
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-Lightning Whip 
-Pact of the Appendage or Grip of the Master; 5th Level 
-As a Bonus Action, you may charge your pact appendages or tentacles with electricity for one minute. Until the effect ends, your pact appendage and/or tentacle strike damage is increased by 1d6 lightning damage, and any creatures grappled by you take 1d6 lightning damage at the start of each of your turns. Once you use this feature, you may not do so again until you complete a short or long rest. 
-====Level 6 Warlock==== 
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-**Grip of the Master** \\ 
-Starting at 6th level, your Patron bestows on you two ten-foot long tentacles that adorn your sholders. You are considered proficient with unarmed strikes using your tentacles and may attack with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per tentacle you have + your charisma modifier. Your tentacles have reach. They deal double damage against objects and structures and may be used to grapple. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armor. 
-====Level 7 Warlock==== 
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-LIFE DRINKER \\ 
-Prerequisite: 12th level, Pact of The Blade feature \\ 
-When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). 
-====Level 8 Warlock==== 
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-**Ability Score Improvement or Feat** 
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-Charisma +1 , Dexterity +1 
-====Level 9 Warlock==== 
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-Master's Form \\ 
-Kraken Otherworldly Patron, 15th Level \\ 
-As an action, you may magically assume the form of a Lesser Kraken (see statblock below) once per day. You retain your hit points, charisma, intelligence, wisdom, and traits. You may remain in this form for a number of minutes equal to your Warlock level, or until you end the effect as a bonus action. If you are reduced to zero hitpoints, you return to your normal form and are knocked unconcious. 
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-Lesser Kraken \\ 
-___ 
-- Armor Class 16 (natural armor) \\ 
-- Speed 30 ft., swim 60 ft. \\ 
-Amphibious. You can breathe both water and air. \\ 
-Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend ten feet of movement to escape from nonmagical restraints or being grappled. \\ 
-Seige Monster You deal double damage to objects and structures. \\ 
-Actions 
-Tentacle. *Melee Weapon Attack:* +12 to hit, reach 20 ft., one target. Hit 3d6+8 bludgeoning damage, and the target is grappled. Until this grapple ends, the target is restrained. You have ten tentacles, each of which may grapple one target \\ 
-Fling. One Medium or smaller object held or creature grappled by you is thrown up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must make a DC 16 dexterity check or take the same damage. \\ 
-Lightning Storm (Recharge 5-6). You magically create three bolts of lightning, each of which can strike a target you can see within 100 feet. A target must make a DC 16 dexterity saving throw or take 4d10 lightning damage. A successful save halves the damage. \\ 
-Multiattack (Recharge 6). You make three tentacle attacks, each of which you may replace with one use of Fling. 
-====Level 10 Warlock==== 
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-**Storm-Tossed Body** \\ 
-Beginning at 10th level, you gain resistance to lightning and thunder damage, as your frame has been pitched by unruly seas. You also are unaffected by difficult terrain as no fixed feature can match the chaos of the rolling decks that you've traversed.