Surrealistik
2014-09-06, 02:45 AM
Eldritch Master, Revised:
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. While all of your Pact Magic spell slots are expended and you're not incapacitated, you may take 4d8 necrotic damage that cannot be reduced or prevented and ignores temporary hit points. If you do, you regain a Pact Magic spell slot. Your hit point maximum is reduced by the damage taken in this way until you take a long or short rest. This ignores any effect that would prevent your hit point maximum from being reduced.
The Famished Dark (Patron):
http://i.imgur.com/Es5MKR6.jpg?1?7800
"The embrace of the Dark is gentle. Let it absorb your sorrows... forever." (https://www.youtube.com/watch?feature=player_detailpage&v=nxzP2IuNBaQ#t=236)
The Famished Dark or Dark can be most accurately thought of as the collective will of the Negative Energy Plane roused to sentience. It is a predatory intelligence characterized by little more than a bottomless, insatiable hunger for life and soul energies, as though it seeks to fill the infinite void that defines it. Occasionally it will see fit to bestow the art of life drain and great power upon promising disciples in exchange for a share of the vitality they harvest from other worlds. Though its motives and goals are simple, the plans it weaves to achieve them are often vast, complex and far reaching; those who would trust in the covetous Dark or seek its favour would do well to exercise the utmost caution.
Inspired by the Darkwraiths (http://darksouls.wiki.fextralife.com/Darkwraith+Knight) of the Dark Souls universe.
Famished Dark Expanded Spells
]
Spell Level
Spells
1st
bane, inflict wounds
2nd
blindness/deafness, silence
3rd
animate dead, bestow curse
4th
evard's black tentacles, phantasmal killer
5th
antilife shell, hallow
Life Drain: You gain the ability to drain a foe of their life essence. Starting at 1st level, you can make a melee spell attack against a creature within your reach as an Action with a free hand or your implement. On a hit that attack deals 1d6 + Charisma modifier necrotic damage. This damage increases to 2d8 + two times your Charisma modifier at Warlock level 5, 3d10 + three times your Charisma modifier at Warlock level 11, and 4d12 + four times your Charisma modifier at Warlock level 17.
When you make a weapon attack with your pact weapon or you cast a Warlock Pact Magic or Mystic Arcana non-cantrip spell that deals damage, you can infuse it with this feature (it does not gain or use the damage of the above melee spell attack). All damage dealt by such infused elements is necrotic damage instead of its regular types.
Whenever a creature takes damage from this feature's melee spell attack, or an element infused by this feature as above, it makes a Constitution save against your Warlock Spell Save DC. On a failure, that target's maximum hit points are reduced by an amount equal to the necrotic damage that attack or element dealt to it until it completes a long rest and you gain temporary hit points equal to half this amount. A target reduced to 0 hit points or fewer by this feature's spell melee attack, or an infused element dies and you gain temporary hit points in this way as if it had automatically failed this Constitution save.
Siphon Soul: Starting at 6th level, you're able to absorb a portion of a slain foe's essence. Whenever a non-undead, non-construct creature is slain by a feature of this Patron (including elements infused by Life Siphon), you gain hit dice of soul energy equal to the hit dice of that creature. A creature whose soul energy you possess or have consumed can't be revived until you die. Whenever you could expend soul energy hit dice for a patron feature, you can choose to expend your own hit dice instead as though it were soul energy. Soul energy hit dice can be used in the following ways:
Devour Soul: When you expend hit dice to heal during a short rest, you may expend soul energy hit dice instead. These hit dice count as 1d8s.
Regain Spell Slots: As an Action you may consume hit dice of soul energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.
Material Component: You may expend any number of hit dice of soul energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).
You cannot have more hit dice of soul energy at once than twice your Warlock level; any hit dice of soul energy gained over this amount is lost.
Once you've gained hit dice of soul energy that equal or exceed your Warlock level since your last short or long rest, you cannot gain more until you successfully complete a short or long rest; any hit dice of soul energy gained over your Warlock level before you do is lost.
Conduit of Dark: Starting at 10th level, you become a living conduit of the Dark, allowing you to evoke a measure of its hungering abyss, however briefly. You can expend 5 or more hit dice as an Action to gain the following benefits until you use this ability again, or you dismiss it while you're not incapacitated:
Immunity to Necrotic damage.
Your hit point maximum can't be reduced.
As an Action, you can end this feature's effects. If you do, you can expend any number of soul energy hit dice up to your Warlock level. Each creature within a radius centered on you equal to 10 feet + 5 feet per hit dice expended in this way then must make a Constitution save against your Warlock Spell Save DC. This effect is always infused with your Life Drain feature. Targets that fail this save take 4d6 necrotic damage + 1d6 necrotic damage per hit dice expended by this effect or half this damage on a success. A target that succeeds or fails on this Constitution save automatically succeeds or fails respectively on their Constitution save made against Life Drain this effect provokes.
Once you end this feature's effects as above (not by dismissing its effects), you can't use it again until you take a short or long rest.
By Darkness Devoured: Starting at 14th level, you can expend 10 hit dice of soul energy to cast Banishment without material components or Concentration. For every additional 5 hit dice of soul energy expended in this way, this Banishment is cast at 1 higher level (up to a maximum equal to the maximum spell level you can cast with Pact Magic or Mystic Arcana). Instead of being banished to a harmless demiplane or its normal plane of existence, the target is sent to a terrible abyss of the negative energy plane where it is incapacitated and cannot regain hit points, taking 2d10 necrotic damage at the start of each of its turns that ignores resistance and immunity. This effect is always infused with your Life Drain feature. At the end of each of its turns an affected target can make a Charisma saving throw against this spell. After a target makes three successful saving throws in this way, this spell's effects end for that target.
Once you use this feature, you can't use it again until you take a short or long rest.
Pact of the Chain, (Warlock):
Your familiars have a bonus to their attack rolls, skill checks, damage rolls, saving throws and DCs equal to the proficiency bonus that would be granted by your Warlock levels only, and have hit dice equal to the greater of their existing hit dice, or your Warlock level (their maximum HP equals the average roll of those dice, rounded up).
Why: Allows Pact of the Chain to better scale with alternatives like Pact of the Tome.
You can also choose a Greater Shadow as a familiar with this pact:
Greater Shadow
Medium undead, chaotic evil
Armor Class: 13
Hit Points: 21 (4d8+3)
Speed: 40 ft. fly 40 ft. (altitude limit 5 feet).
]
STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
13 (+1)
6 (-2)
10 (+0)
8 (-1)
Skills: Stealth +5 (+7 in Dim Light or Darkness)
Damage Vulnerabilities: radiant
Damage Resistances: acid, fire, cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 10
Languages: Understands but does not speak languages you know.
Challenge: 1 (200 XP)
Traits:
Amorpheous: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Darksight: Magical darkness doesn't impede the shadow's vision.
Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions:
Strength Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength score to 0. Otherwise the reduction lasts until the target finishes a short or long rest.
Pact of the Shroud:
Your patron gifts you with a mystic cloak that you can conjure or dismiss as a Bonus Action. The cloak is worn by you when conjured, and cannot be removed from you except by your dismissal. While wearing it, you gain the following benefits:
Proficiency in Stealth if you don't already have it.
You can use Charisma in place of Dexterity for Dexterity(Stealth) checks.
You can Hide and remain hidden from creatures that you're lightly obscured to, and you can Hide as a Bonus Action.
Truesight does not obviate the benefits of this feature.
New Invocations:
Veil of Shadows
Prerequisite: 5th+ level Warlock, Pact of the Shroud
While you are are wearing your Pact of the Shroud cloak, you gain the following benefits:
Double your proficiency bonus to Dexterity(Stealth) checks if it hasn't already been doubled.
If you are hidden from a creature that you miss with a ranged attack, making that attack doesn't reveal your position.
Whenever you end your turn without moving, you have advantage on Dexterity(Stealth) checks until you move more feet than half your greatest movement speed, or you use and resolve an Action or Reaction other than Hide.
Impenetrable Shroud
Prerequisite: 12th+ level Warlock, Pact of the Shroud
While you are wearing your Pact of the Shroud cloak, whenever you end your turn without moving, you can hide from creatures with Blindsight and Tremorsense as if they didn't have these vision types until you move more feet than half your greatest movement speed, or you use and resolve an Action or Reaction other than Hide.
Pact of the Blade (Revised):
When you would draw a weapon, you can choose to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes 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 to non-magical
attacks and damage. You may have it deal force damage in place of its normal damage types. You may use your Charisma modifier in place of Strength or Dexterity for its attack rolls and damage bonus.
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.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You 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 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Beginning at Warlock level 5 you can attack twice instead of once whenever you take the Attack action on your turn with your pact weapon.
Blood Surge
Prerequisite: Warlock level 3rd
Once per rest as a bonus action, you can spend a number of Hit Dice up to one third of your Warlock level as if you had taken a short rest.
Lifedrinker (Revised)
Prerequisite: Warlock level 7th, 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). If that creature dies, you regain 1 Hit Dice, or gain an extra Hit Dice if you have maximum Hit Dice. You cannot have more extra Hit Dice than one third of your Warlock level. Extra Hit Dice last until the end of your next long rest.
Thirsting Blade (Revised)
Prerequisite: Warlock level 12th, Pact of the Blade feature
You can attack three times instead of once whenever you take the Attack action on your turn with your pact weapon.
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. While all of your Pact Magic spell slots are expended and you're not incapacitated, you may take 4d8 necrotic damage that cannot be reduced or prevented and ignores temporary hit points. If you do, you regain a Pact Magic spell slot. Your hit point maximum is reduced by the damage taken in this way until you take a long or short rest. This ignores any effect that would prevent your hit point maximum from being reduced.
The Famished Dark (Patron):
http://i.imgur.com/Es5MKR6.jpg?1?7800
"The embrace of the Dark is gentle. Let it absorb your sorrows... forever." (https://www.youtube.com/watch?feature=player_detailpage&v=nxzP2IuNBaQ#t=236)
The Famished Dark or Dark can be most accurately thought of as the collective will of the Negative Energy Plane roused to sentience. It is a predatory intelligence characterized by little more than a bottomless, insatiable hunger for life and soul energies, as though it seeks to fill the infinite void that defines it. Occasionally it will see fit to bestow the art of life drain and great power upon promising disciples in exchange for a share of the vitality they harvest from other worlds. Though its motives and goals are simple, the plans it weaves to achieve them are often vast, complex and far reaching; those who would trust in the covetous Dark or seek its favour would do well to exercise the utmost caution.
Inspired by the Darkwraiths (http://darksouls.wiki.fextralife.com/Darkwraith+Knight) of the Dark Souls universe.
Famished Dark Expanded Spells
]
Spell Level
Spells
1st
bane, inflict wounds
2nd
blindness/deafness, silence
3rd
animate dead, bestow curse
4th
evard's black tentacles, phantasmal killer
5th
antilife shell, hallow
Life Drain: You gain the ability to drain a foe of their life essence. Starting at 1st level, you can make a melee spell attack against a creature within your reach as an Action with a free hand or your implement. On a hit that attack deals 1d6 + Charisma modifier necrotic damage. This damage increases to 2d8 + two times your Charisma modifier at Warlock level 5, 3d10 + three times your Charisma modifier at Warlock level 11, and 4d12 + four times your Charisma modifier at Warlock level 17.
When you make a weapon attack with your pact weapon or you cast a Warlock Pact Magic or Mystic Arcana non-cantrip spell that deals damage, you can infuse it with this feature (it does not gain or use the damage of the above melee spell attack). All damage dealt by such infused elements is necrotic damage instead of its regular types.
Whenever a creature takes damage from this feature's melee spell attack, or an element infused by this feature as above, it makes a Constitution save against your Warlock Spell Save DC. On a failure, that target's maximum hit points are reduced by an amount equal to the necrotic damage that attack or element dealt to it until it completes a long rest and you gain temporary hit points equal to half this amount. A target reduced to 0 hit points or fewer by this feature's spell melee attack, or an infused element dies and you gain temporary hit points in this way as if it had automatically failed this Constitution save.
Siphon Soul: Starting at 6th level, you're able to absorb a portion of a slain foe's essence. Whenever a non-undead, non-construct creature is slain by a feature of this Patron (including elements infused by Life Siphon), you gain hit dice of soul energy equal to the hit dice of that creature. A creature whose soul energy you possess or have consumed can't be revived until you die. Whenever you could expend soul energy hit dice for a patron feature, you can choose to expend your own hit dice instead as though it were soul energy. Soul energy hit dice can be used in the following ways:
Devour Soul: When you expend hit dice to heal during a short rest, you may expend soul energy hit dice instead. These hit dice count as 1d8s.
Regain Spell Slots: As an Action you may consume hit dice of soul energy equal to twice the highest level spell you can cast with your Pact Magic feature to regain a Pact Magic spell slot.
Material Component: You may expend any number of hit dice of soul energy to reduce the cost of material components that are consumed by a Pact Magic or Mystic Arcana spell by 50 gold pieces per hit dice expended in this way (to a minimum of 0).
You cannot have more hit dice of soul energy at once than twice your Warlock level; any hit dice of soul energy gained over this amount is lost.
Once you've gained hit dice of soul energy that equal or exceed your Warlock level since your last short or long rest, you cannot gain more until you successfully complete a short or long rest; any hit dice of soul energy gained over your Warlock level before you do is lost.
Conduit of Dark: Starting at 10th level, you become a living conduit of the Dark, allowing you to evoke a measure of its hungering abyss, however briefly. You can expend 5 or more hit dice as an Action to gain the following benefits until you use this ability again, or you dismiss it while you're not incapacitated:
Immunity to Necrotic damage.
Your hit point maximum can't be reduced.
As an Action, you can end this feature's effects. If you do, you can expend any number of soul energy hit dice up to your Warlock level. Each creature within a radius centered on you equal to 10 feet + 5 feet per hit dice expended in this way then must make a Constitution save against your Warlock Spell Save DC. This effect is always infused with your Life Drain feature. Targets that fail this save take 4d6 necrotic damage + 1d6 necrotic damage per hit dice expended by this effect or half this damage on a success. A target that succeeds or fails on this Constitution save automatically succeeds or fails respectively on their Constitution save made against Life Drain this effect provokes.
Once you end this feature's effects as above (not by dismissing its effects), you can't use it again until you take a short or long rest.
By Darkness Devoured: Starting at 14th level, you can expend 10 hit dice of soul energy to cast Banishment without material components or Concentration. For every additional 5 hit dice of soul energy expended in this way, this Banishment is cast at 1 higher level (up to a maximum equal to the maximum spell level you can cast with Pact Magic or Mystic Arcana). Instead of being banished to a harmless demiplane or its normal plane of existence, the target is sent to a terrible abyss of the negative energy plane where it is incapacitated and cannot regain hit points, taking 2d10 necrotic damage at the start of each of its turns that ignores resistance and immunity. This effect is always infused with your Life Drain feature. At the end of each of its turns an affected target can make a Charisma saving throw against this spell. After a target makes three successful saving throws in this way, this spell's effects end for that target.
Once you use this feature, you can't use it again until you take a short or long rest.
Pact of the Chain, (Warlock):
Your familiars have a bonus to their attack rolls, skill checks, damage rolls, saving throws and DCs equal to the proficiency bonus that would be granted by your Warlock levels only, and have hit dice equal to the greater of their existing hit dice, or your Warlock level (their maximum HP equals the average roll of those dice, rounded up).
Why: Allows Pact of the Chain to better scale with alternatives like Pact of the Tome.
You can also choose a Greater Shadow as a familiar with this pact:
Greater Shadow
Medium undead, chaotic evil
Armor Class: 13
Hit Points: 21 (4d8+3)
Speed: 40 ft. fly 40 ft. (altitude limit 5 feet).
]
STR
DEX
CON
INT
WIS
CHA
6 (-2)
16 (+3)
13 (+1)
6 (-2)
10 (+0)
8 (-1)
Skills: Stealth +5 (+7 in Dim Light or Darkness)
Damage Vulnerabilities: radiant
Damage Resistances: acid, fire, cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 10
Languages: Understands but does not speak languages you know.
Challenge: 1 (200 XP)
Traits:
Amorpheous: The shadow can move through a space as narrow as 1 inch wide without squeezing.
Darksight: Magical darkness doesn't impede the shadow's vision.
Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Actions:
Strength Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength score to 0. Otherwise the reduction lasts until the target finishes a short or long rest.
Pact of the Shroud:
Your patron gifts you with a mystic cloak that you can conjure or dismiss as a Bonus Action. The cloak is worn by you when conjured, and cannot be removed from you except by your dismissal. While wearing it, you gain the following benefits:
Proficiency in Stealth if you don't already have it.
You can use Charisma in place of Dexterity for Dexterity(Stealth) checks.
You can Hide and remain hidden from creatures that you're lightly obscured to, and you can Hide as a Bonus Action.
Truesight does not obviate the benefits of this feature.
New Invocations:
Veil of Shadows
Prerequisite: 5th+ level Warlock, Pact of the Shroud
While you are are wearing your Pact of the Shroud cloak, you gain the following benefits:
Double your proficiency bonus to Dexterity(Stealth) checks if it hasn't already been doubled.
If you are hidden from a creature that you miss with a ranged attack, making that attack doesn't reveal your position.
Whenever you end your turn without moving, you have advantage on Dexterity(Stealth) checks until you move more feet than half your greatest movement speed, or you use and resolve an Action or Reaction other than Hide.
Impenetrable Shroud
Prerequisite: 12th+ level Warlock, Pact of the Shroud
While you are wearing your Pact of the Shroud cloak, whenever you end your turn without moving, you can hide from creatures with Blindsight and Tremorsense as if they didn't have these vision types until you move more feet than half your greatest movement speed, or you use and resolve an Action or Reaction other than Hide.
Pact of the Blade (Revised):
When you would draw a weapon, you can choose to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes 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 to non-magical
attacks and damage. You may have it deal force damage in place of its normal damage types. You may use your Charisma modifier in place of Strength or Dexterity for its attack rolls and damage bonus.
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.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You 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 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Beginning at Warlock level 5 you can attack twice instead of once whenever you take the Attack action on your turn with your pact weapon.
Blood Surge
Prerequisite: Warlock level 3rd
Once per rest as a bonus action, you can spend a number of Hit Dice up to one third of your Warlock level as if you had taken a short rest.
Lifedrinker (Revised)
Prerequisite: Warlock level 7th, 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). If that creature dies, you regain 1 Hit Dice, or gain an extra Hit Dice if you have maximum Hit Dice. You cannot have more extra Hit Dice than one third of your Warlock level. Extra Hit Dice last until the end of your next long rest.
Thirsting Blade (Revised)
Prerequisite: Warlock level 12th, Pact of the Blade feature
You can attack three times instead of once whenever you take the Attack action on your turn with your pact weapon.