Showing posts with label Warlock. Show all posts
Showing posts with label Warlock. Show all posts

Wednesday, October 10, 2018

New Warlock patron: Great Machine (D&D 5e)

   While most warlocks serve capricious masters, these warlocks have bound themselves to a force for knowledge, rationality, and science. In some societies, this may be a creation of the most powerful arcanists. However, even these devices come to express themselves in manners similar to Great Machines known elsewhere. It is assumed by most that this entity is a greater spirit or minor god from the plane of Mechanus. It is possible that they are unknown types of truly mighty modrons acting in a manner similar to other outsiders; providing power for their own ends. Regardless of its actual nature, this patron describes itself as a computing machine with vast repositories of knowledge located within the folds of time and space. Its vast knowledge and perspective, along with its utter dispassion, renders its true designs inscrutable to its supplicants.
   However unknowable its objectives may be, and whether its professed intentions are believed, it seems strongly bound by structure and order. Several formal and repeatable processes for petitioning to become a warlock of the Great Machine have been documented. Many are connected with places or artifacts associated with this patron or its servants, as might be expected. The most common are processes of initiation by an existing warlock. As a result, warlocks of the Great Machine have occasionally established enclaves, schools, and even cults, depending on their various approaches to their patron.
   Warlocks sworn to the Great Machine nearly always take the Pact of the Tome. The most common form for this boon appears to be little more than a featureless tablet of slick, unnatural material hinged together with another plate whose inner surface is covered with odd, mechanical buttons. Under the manipulations of its owner, the blank inner surface can be made to show nearly infinite pages worth of information. Still stranger tomes have been granted, however, including simple slates that appear similar in effect to the blank half of the tome and small crystals which project the information into the space above them.
   Occasionally a warlock will instead receive the Pact of the Chain. Such familiars are strange, obviously artificial creatures. Their outer coverings are made from the same sort of slick, unnatural material as tomes so often are, and through the gaps metal, mechanical components can be seen. Despite their appearance, these creatures are not treated as constructs as their complexity exceeds what is apparent and their mechanical systems effectively replicate many biological systems. Frequently creatures summoned or produced by the magic of the Great Machine have this appearance.

Great Machine Patron Summary
1st; Expanded Spell list, Technomancer, Arcane Sight
6th; Clockwork Universe
10th; Wheels within Wheels
14th; Dust in the Gears


Tuesday, September 6, 2016

Tuesday, August 23, 2016

Primordial Patrons; The Unquenchable Flame (D&D 5e)



The most common warlock of flame is a shock troop in the legions of the mightiest of Efrit, though favored scions and servants might be granted power to act as emissaries and agents. The powers of fire are as capricious as those of air and as unforgiving as those of fire. The result are servants left to dance along the edge of a razor on bare feet, knowing one false move will see them spent as fuel for the all-consuming flames. But those who burn half as long shine twice as bright.
Blades are by far the most common pact gift, granted to the warriors of the burning legions. Familiars are less common, many being vulnerable to the hungry fire, though the pact of the chain can grant a Fire Elemental Wisp in addition to its other possibilities. The least common pact is the tome, vulnerable in nearly all its forms to destruction, though a few warlock are granted eternal flames. While these appear to be stones or crystals subject to a continual flame spell, the fire burns perpetually hot and nearly unquenchable.  Often kept in lanterns and other specially constructed containers, those who peer deeply into these mystical repositories can see arcane figures and formulae dancing in their depths. Tantalizing and tempting those who would reach in to turn the page.

Thursday, August 18, 2016

Primordial Patrons; The Unyielding Stone (D&D 5e)

Previous: The Unending Sea


Servants of the primordial powers of earth tend to be solid and stable, as enduring and patient as the masters to which they are bound. While earth gensai, dwarves, and other dwellers beneath the earth are most likely to gain their eye, their attention can be drawn by acts of great stone or metalcraft, patience, or endurance. Among the primordial beings, the powers earth are most likely to directly test those they have claimed, seeking to forge, refine, and temper them to their greatest value.
Of the elemental pacts, those of earth are by far the most likely to receive a pact tome. These may be grimoires with steel covers and pages of tin worked to the consistency of silk. Alternately, they could be stone tablets, usually small plates of slate or crystal. Regardless, they require special skill and tools to carve, and the warlock receives this instruction and equipment with the tome. They gain proficiency with an appropriate set of artisan’s tools (such as a jewler’s kit for grimoire of finely wrought metal or mason’s tools for stone tablets). A few of these tomes monolithic; slabs hewn from the living earth or great pylons of geology. Such “tomes” may require superhuman strength and heavy equipment, to move, if such movement is even possible. If this is the case, the monolithic tome grants you its benefits if you are within a number of feet equal to your level squared. Moreover, at will you may meld with these structures as if you were using the spell meld into stone and may cast the spell Alarm as if it were a ritual while within this area.
Able combatants by virtue of their enhanced endurance, if you receive a pact blade it will almost always be a hammer or weapon with the heavy or two handed qualities. Familiars are generally creatures such as lizards, snakes, rats, spiders, or weasels, though those who benefit from the pact of the chain can instead call upon an Earth Elemental Wisp.

Tuesday, August 16, 2016

Primordial Patrons; The Unending Sea (D&D 5e)

Elemental Warlocks
Previous: The Unbounded Sky



Of the primordial patrons, the unending sea may be the most welcoming and forgiving, its warlocks are, certainly, the most varied. Most such warlocks come from seafarers or aquatic races, with water gensai having significant representation. The most notable warlocks of the unending sea are those who are malleable, changeable, and adaptable; taking whatever form the situation demands. In peace they are tranquil as still waters and in combat rushing like the raging storm. They can be stoic, with unfathomable depths and hidden undercurrents, or they can be as transparent as a mountain lake.
Familiars are common among waterlocks, though they are found most frequently with those who already live in aquatic or simi-aqatic environments as they generally taking the forms of crabs, frogs (toads), octopus, fish (quippers), sea horses. Meanwhile, those who receive the pact of the chain may gain water elemental wisps.
The most common pact blades for warlocks of the unending sea are those that can be wielded underwater without issue, dagger, javelin, shortsword, spear, and trident, though nets and whips are not uncommon choices. Tomes are generally traditional in form, with covers of mother of pearl or made from shells of giant clams and pages of seaweed or kelp. A few receive great pearls, enchanted to show arcane knowledge to those who peer into the depths of these milky orbs.

Thursday, August 11, 2016

Primordial Patrons; The Unbounded Sky (D&D 5e)


Servants of the primordial powers of air tend to be wild and freewheeling, even flighty. Air gensai and creatures with natural flying abilities are among the most likely to gain the approval and patronage, but such powers are always on the lookout for worthy pieces in their games and weapons against their hated terran foes. While some servants of the air choose to wield lightning and thunder, all feel the call of the free wind and sky.
Warlocks who receive a pact blade often use light or finesse weapons. If they sacrifice a cantrip slot they may, instead, use a ranged weapon. If these weapons use ammunition they provide a limitless supply, while thrown weapons may be recovered from up to 100 feet away as a bonus action once per turn or a reaction. Those with familiars generally choose flying creatures such as bats, hawks, owls, ravens. Those who benefit from the pact of the chain can instead call upon an Air Elemental Wisp. These free-wheeling and fast moving warlocks are rarely given tomes, and the rare ones that are given are often unusual in form, such as a set of streamer-like scrolls or a cape made of ribbon-like pages.

Tuesday, August 9, 2016

Primordial Patrons; Elemental Warlocks (D&D 5e)

There are a host of creatures from the elemental planes that count themselves among the otherworldly beings served by warlocks. Among the most common sponsors are genies of various types who collect would be warlocks just as willingly as they collect any other type of servant or slave. Their function in these courts range from entertaining servants to shock troops. Other ancient elemental powers are equally willing to lend would-be warlocks arcane might in return for service and servitude. Though, as with all such immortal beings, the plans in which they become enmeshed can be far longer in scope than a warlock might realize.

While all warlock patrons provide power in forms shaped to their own designs and natures, the nature of elemental powers can alter the usual warlock abilities in a number of unexpected ways. For example, servants of these primal powers who summon familiars may give their familiar the elemental type, rather than celestial, fiend, or fae.




Tuesday, July 5, 2016

New Warlock Patron; The Honored Ancients (D&D 5e)


Rather than a pact with otherworldly entities, you are part of an honored legacy. Whether these forbears called you to their service or you sought out their approval and gifts, you have become a direct link between the history of your people and their present. These ancient spirits often have their own inscrutable designs and desires, however. Over generations even the most benevolent may come to see the bloodlines and communities as groups and have less empathy for the struggles and even lives of individuals. Some, however, are less altruistic than believed by their descendants, seeing those they watch over as tools and weapons to be turned to their own purposes.

Expanded Spell List
The Ancestors let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Level
Ancestor
1
Bless, Heroism
2
Augury, Gentle Repose
3
Speak With Dead, Revivify
4
Arcane Eye, Death Ward
5
Legend Lore, Raise Dead

Guiding Spirits
Starting at 1stlevel your ancestors make their will and blessings known to you directly. While their intent is often difficult for you to discern, you do gain the benefits of the cantrip guidance. This does not count towards your number of cantrips known.

Watchful Spirits
As you gain power your ancestral spirits become more interested in your progression and go beyond providing small nudges of aid.
At 6th level as an action you can choose one of your ability scores. As long as you maintain concentration on this connection, up to one hour, you have advantage on checks with that ability score. If you choose Constitution you also gain an additional 2d6 temporary hit points which are lost when this effect ends, Strength doubles your carrying capacity, and Dexterity prevents you from taking damage from falls of 20 feet or less unless you are Incapacitated. You cannot use this ability again until after you take a long rest. At 14th level you regain use of this ability after taking either a short or long rest.

Guardian Spirits
Once you reach 10th level you have become one of those whose names will be honored among your lineage. Your ancestors work openly at your side, helping to protect you until you join them among the honored dead.
You can summon a spectral apparition which hovers in an unoccupied space of your choice that you can see within 30 feet of you. This guardian occupies that space and is indistinct. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn or begins their turn within that area must succeed on a Dexterity saving throw. The creature takes 20 necrotic damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage in a day. If the guardian has not dealt all of its damage for the day you can dismiss or recall it as an action. Once the guardian has dealt 60 points of damage in a day you can only recall it again after you complete a long rest. At 14th level the total daily damage of your guardian spirit increases to 100 points.

Spirit Ascension
At 14th level you have become a legend among your people, and gain the knowledge needed to join the honored dead who watch over and lead them. You are encouraged by your people, both living and dead, to be interred among the great heroes of your line to help watch over and guide your family and their descendants, so you can rise again with these heroes of myth and legend if something truly terrible should threaten them.
As an action, you may cause yourself to enter a cataleptic state that is indistinguishable from death. You appear dead to all outward inspection and to spells used to determine your status. You can’t move (your move speed is 0) or use reactions, and may only take a limited number of actions as described below. You have resistance to all damage except psychic damage. While in this state you also cease aging and disease and poison have no effect until you end your use of this ability.
Even though you cannot move, and your eyes are often closed, while you are in this state you can see and hear, having full awareness of your surroundings as if you could look around. You can also perceive and communicate with the spirits of others in this state which you can see. However, the only actions you can take are to end this effect or attempting to possess a humanoid’s body. You can attempt to possess any humanoid within 100 feet of your body that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Charisma saving throw against your spellcasting DC, though they may choose to fail this saving throw, such as if this is used on willing descendant attempting to channel your wisdom and advice for the community.
On a failure, your soul moves into the target’s body and the target’s soul becomes trapped within your body. Your original body is incapacitated with a speed of 0. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.
While possessing a body, you can use your action to return from the host body to your own if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to your own body if it is within 100 feet of you. Otherwise, you die. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in your body when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

After you end this effect you cannot use it again until you complete a long rest.


~~*~~
One of the things I love about 5e is the Warlock; it carves out a wholly new and interesting space with the concept of arcane sponsored magic. Not quite clerics of lesser gods bound by literal Faustian bargains. To say that the concept is ripe for development is a grave understatement. In fact, finding inspiration for a new way to make an interesting pact is the easy part. It's more challenging to find new and compelling rules sets to marry to new bargains, making them interesting and unique rather than re-fluffed retreads of existing pacts. Even so, it's an area ripe for development, and if I ignore that field it's only because I've had fields of development in other areas that I've felt are long standing areas of neglect by core developers.

The existence of ancestor worship in the real world has begged to be addressed across several editions. Invariably it has been addressed, in an unsatisfactory manner, with clerics. But! With the advent of warlocks we have a much more appropriate tool. Already designed to represent the avatars of minor power, these demiclerics don't require the same level of rework that their precursors did. Instead, I was able to focus on what would make an ancestor-worshiping spellcaster tick. I've obviously dipped deeply into the wells of divination and even necromancy, as ancestor worship is predicated on the guidence of those ancestors  and the preservation of both their spirits and the lineages they watch over. 
In many ways the power progression is more like the transformative sorcerer than the offensive warlock. But one of the benefits of 5e's subclass system is that you can bend the progression of a pact and not have to entirely rework the class. There is also some irony that this, ultimately but unintentionally, dovetails with the work I've done with non-evil necromancy and at 14th level lets characters turn into a version of a Baelnorn-like being. 

Tuesday, March 29, 2016

New Spells; Knowledge Skill Bonuses (D&D 5e)

Arcane Memory
1st level divination (ritual)
Casting Time: 1 reaction
Range: Self
Component: V, S, M (minor divinatory tools which may be consumed, such as burned incense or tea which is drank, but may not be, such as casting runestones.)
Duration: Instant
If presented with an Arcana, History, Nature, or Religion skill check a character who knows this spell may use this spell as a reaction.
When you perform this spell you pull from the universe minor signs and portents that help fill in a particular piece of information. You can add your proficiency bonus to the skill roll. If you are already trained in the relevant skill this doubles your effective proficiency bonus for that skill for the duration.
If cast as a ritual this spell's duration becomes 8 hours. During that time the caster may benefit from the effect as if they cast the spell from memory once. After the roll is made the spell ceases to be active. A character can benefit from no more than one suspended version of this spell at a time.

Arcane Tutor
1st level conjuration (ritual)
Casting Time: 1 action
Range: Self
Component: V, S, M (a small item of interest or value to the summoned creature which they take)
Duration: Instant
When you perform this spell you call up a small creature and exchange some small token or service for pieces of information and clues about a puzzle. You can reroll an Arcana, History, Nature, or Religion skill check you have made, so long as you did not already benefit from Advantage on the initial roll.

~~*~~

Thursday, January 7, 2016

New Spell: Premonition (D&D 5e)

1st-level Divination (Bard, Cleric, Sorcerer, Warlock, Wizard)
Casting time: 1 action
Range: Self
Components: V, S, M (an amethyst)
Duration: Concentration, up to 1 minute

You experience a brief but intense vision of an event that is about to happen, using that knowledge you can shape the next few moments.
While this spell is active you may force any one action to be rerolled. All bonuses, penalties, and other effects are repeated exactly as before. If an event or action requires more than one roll only one roll is rerolled per intervention from this spell. If you force a reroll with this ability you must accept the results of the new roll and this spell expires.
You may benefit from no more than one casting of this spell at a time.
At Higher Level. If you use a spell slot of second level or higher, you increase the duration and amount of change you can impose during that time. For each level above first you add one minute to the duration of the spell and can force one additional action to be rerolled before the spell expires. Even at higher levels, you may force no action to be rerolled more than once through the use of this spell.

~~*~~

Tuesday, October 27, 2015

New Spell: Sharpen Mind (D&D 5e)

Level 1 Divination (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Various casters describe this spell in different ways. You might experience a sudden strong memory of where you saw some desired information previously, find your memory palace snap into supernatural focus, or suddenly feel connected to a deep well of memory beyond your understanding. There may actually be several versions of this basic invocation.
When you fail a Intelligence skill check you may immediately cast this spell as a reaction and reroll the check. All bonuses and penalties which applied to the first roll still apply, but not advantage or disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, after this spell effect is complete, you regain a first level spell slot if you have expended any.

~~*~~

Tuesday, September 29, 2015

New Spell: Pierce Shadows (D&D 5e)

Divination Cantrip (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (an amethyst)
Duration: Concentration, up to 10 minutes.
You gain Darkvision out to 40' for the duration.

~~*~~