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View Full Version : D&D 5e/Next [5E D&D] Surrealistik's Warlock Homebrew (PEACH)



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.

Zweisteine
2014-09-06, 07:58 AM
No time for a long fancy post.

Life Siphon seems a bit overpowered. Compare it to any Cantrip, particularly necrotic touch.

I also believe that Warlocks only get three pact features.

This is an interesting pact though. I wouldn't use it myself, but only because I like 5e for its simplicity.

xyianth
2014-09-06, 09:54 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. You can spend an bonus action to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

This seems decent, though it might be too much since it would allow a warlock at 20 to nova one encounter with 8 spells if desired. To avoid this, you could change it to work more like the Monk's Perfect Self feature: when a you roll initiative, if you have no remaining spell slots you regain 1 spell slot. Warlocks were always designed with endurance on long adventuring days in mind. The refresh slots on a short rest helps that, but having a capstone that ensures you always have at least one 5th level spell every encounter would aid that goal. Looking through the Warlock spell list, there doesn't seem to be any encounter-ending spells so this shouldn't be too overpowering.


The Famished Dark (Pact):

First, I think you meant to make this a patron instead of a pact. Warlock Patrons get 4 features, at 1st, 6th, 10th, and 14th levels. Warlock Pacts only give you an ability at 3rd level and act as prerequisites for some invocation choices.

If you did intend this to be a Warlock Pact instead, you would need to make substantial changes to fit into the Pact mechanics:

Life Siphon could become a pact specific invocation (similar to Thirsting Blade, Lifedrinker, etc...)
Siphon the Soul feels like it could be the Pact Boon, though the 1/rest limitation might need to go if it is.
Bleak Aegis could also become a pact specific invocation, with an additional prerequisite of 9th or 12th level.
By Darkness Devoured could also become a pact specific invocation, with a prerequisite of 15th or 18th level and the use restriction limited to 1/long rest (similar to Sign of Ill Omen or Thief of Five Fates)

The rest of my comments will assume this is a Warlock Patron.


Life Siphon: You gain the ability to drain a foe of their life essence. Starting at 1st level, you gain the ability to make a melee spell attack with a free hand, pact weapon (if you have one), or your implement using your Warlock spellcasting attribute and proficiency bonus.

On a hit you deal 1d10 + Charisma modifier necrotic damage. The target then makes a Constitution save against your Warlock Spell DC. On a failure, that creature's maximum hit points are reduced by this amount until it completes a long rest and you gain temporary hit points equal to half the damage dealt in this way. A creature reduced to 0 hit points or fewer in this way is slain and you gain temporary hit points as if it had automatically failed the Constitution save.

Warlock Patrons usually grant an ability and an expanded spell list at 1st level. As far as this ability is concerned, I have a few questions. First, is this meant to be an extra attack you make that doesn't have an action cost? If it is, it's overpowered. Assuming its meant to cost an action to use, it's decent at low levels but its lack of scaling will make it next to useless above 10th level or so (maybe earlier). This ability also favors blade pact users over the others due to range.

My suggestion for this is to modify it into something that affects the normal at-will attack option of whatever pact they happen to have. Have it add Charisma modifier necrotic damage to eldritch blast hits, pact weapon hits, and familiar attacks. Any creature that takes this damage is subject to the save, and on failure you gain temp hp equal to your Charisma modifier. If you also allow this damage to stack with the Agonizing Blast and Lifedrinker invocations, this patron will be capable of more direct damage than others, but not excessively so. This way, the scaling is done automatically as part of the existing Warlock mechanics.


Siphon the 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 Pact, you gain a soul shard with hit dice equal to the hit dice of that creature. A creature whose soul shard you possess or have consumed can't be revived until you die. When you expend hit dice to heal during a short rest, you may expend the soul shard's hit dice instead. You may also consume the soul shard as an Action to regain a spell slot if that shard's hit dice equals or exceeds twice the highest spell level you can cast with your Pact Magic feature. Lastly, you may use this soul shard in lieu of specific material components; for the purposes of acting as a material requirement it has an equivalent value of 20 gold pieces per hit dice. A soul shard used as a material component is always consumed.

You cannot have more soul shards at once than one third of your Warlock class level. If you gain another soul shard while you're already at your maximum, you must discard a soul shard of your choice.

Once you use this feature, you can't use it again until you take a short or long rest.

I really like the concept of this ability, but the wording makes it difficult to understand how it is supposed to work. I think this is meant to limit you from acquiring more than 1 soul shard per short or long rest, but once you acquire it it stays with you permanently until spent or discarded. If this is correct, it might be more clear to specify which aspect is limited by the 1/rest limitation. As written, you could also interpret this as limiting the spending of soul shards to 1/rest. This could work for the recover slot and replace component usages, but the regain hit dice one would make no sense with that restriction.

Also, consider that without modification, when you acquire this feature the only ability that can trigger it is the Life Siphon ability, which doesn't scale beyond a 1d10+Charisma damage. By 6th level this damage is less than a blade pact warlock's normal attack, and by 7th level it will be less than the eldritch blasts of tome and chain warlocks.

Finally, do any Warlock spells require material components that are consumed? I looked through the standard list and didn't see any, though I admit I only skimmed through it. Since Warlock Patrons usually provide an expanded spell list, you might want to include some spells in that category to make the replace component ability useful.


Bleak Aegis: Starting at 10th level, you can expend a soul shard to use the Armour of Shadows invocation, even if you don't have it. While you're subject to that Armour of Shadow's effects, you gain the following benefits:

Immunity to necrotic damage.
Resistance to radiant damage.
You may subject any creature within 30 feet that targets you with a spell or attack to your Life Siphon melee spell attack, when that spell or attack resolves.
Your hit point maximum can't be reduced.


This feels flavorful and potent without being overpowered, I like it.


By Darkness Devoured: Starting at 18th level, you can expend any number of soul shards to cast Banishment. For each soul shard expended beyond the first, this Banishment is cast at 1 higher level (to a maximum of level 9). This casting of Banishment does not require Concentration. Instead of being banished to a harmless demiplane, or its normal plane of existence, the target is sent to a plane of darkness and nightmare where it is incapacitated and cannot regain hit points, taking 2d10 necrotic and psychic damage at the start of each of its turns that ignores resistance and immunity. A creature reduced to 0 hit points or fewer in this way is slain. At the end of each of its turns the target can make a Charisma saving throw. After a target makes three successful saving throws in this way, the spell ends for that target.

Once you use this feature, you can't use it again until you take a short or long rest.

This is certainly very powerful, but its at the wrong level. The final Patron feature is gained at 14th level, not 18th. Also, most Patron abilities gained at 14th level are 1/long rest, not 1/short or long rest. This helps balance them since they tend to be quite powerful, and this certainly qualifies.

Overall, I like the theme and concept of this. If you can fix some of the mechanics to fit in with the Warlock class, it would make a nice additional option.

Surrealistik
2014-09-06, 11:23 AM
No time for a long fancy post.

Life Siphon seems a bit overpowered. Compare it to any Cantrip, particularly necrotic touch.

I also believe that Warlocks only get three pact features.

This is an interesting pact though. I wouldn't use it myself, but only because I like 5e for its simplicity.

Life Siphon overpowered? Keep in mind that this is a melee only attack whose competition and opportunity cost is Eldritch Blast with riders!

Also Warlocks do indeed get 4 pact features.



This seems decent, though it might be too much since it would allow a warlock at 20 to nova one encounter with 8 spells if desired. To avoid this, you could change it to work more like the Monk's Perfect Self feature: when a you roll initiative, if you have no remaining spell slots you regain 1 spell slot. Warlocks were always designed with endurance on long adventuring days in mind. The refresh slots on a short rest helps that, but having a capstone that ensures you always have at least one 5th level spell every encounter would aid that goal. Looking through the Warlock spell list, there doesn't seem to be any encounter-ending spells so this shouldn't be too overpowering.

Yeah, I wasn't entirely happy with this solution, though I loathe the Monk's Perfect Self implementation as it _requires_ combat to trigger in addition to generally being underpowered.

I don't know if this is the answer though.

Maybe something that allows the Warlock to convert HP into Pact spell slots when he has no Pact spell slots remaining? His maximum HP would be reduced by that amount until he takes a short rest. Thematic and a balanced limiter.




First, I think you meant to make this a patron instead of a pact. Warlock Patrons get 4 features, at 1st, 6th, 10th, and 14th levels. Warlock Pacts only give you an ability at 3rd level and act as prerequisites for some invocation choices.

Indeed, it's a patron; stuck in 4e terminology here.


Warlock Patrons usually grant an ability and an expanded spell list at 1st level. As far as this ability is concerned, I have a few questions. First, is this meant to be an extra attack you make that doesn't have an action cost? If it is, it's overpowered. Assuming its meant to cost an action to use, it's decent at low levels but its lack of scaling will make it next to useless above 10th level or so (maybe earlier). This ability also favors blade pact users over the others due to range.

Spell list I'm coming up with.

And no, this is a melee spell attack you make in place of a normal attack; this is actually a bit of a WIP; I wasn't sure how I was going to handle the scaling, whether I'd have it as one big hit, or several smaller hits like a normal attack progression. I'm thinking the former.


My suggestion for this is to modify it into something that affects the normal at-will attack option of whatever pact they happen to have. Have it add Charisma modifier necrotic damage to eldritch blast hits, pact weapon hits, and familiar attacks. Any creature that takes this damage is subject to the save, and on failure you gain temp hp equal to your Charisma modifier. If you also allow this damage to stack with the Agonizing Blast and Lifedrinker invocations, this patron will be capable of more direct damage than others, but not excessively so. This way, the scaling is done automatically as part of the existing Warlock mechanics.


I considered this as you might be able to tell from the fact that the pact weapon allows you to use the effect albeit at standardized damage, and I probably will write an integration form of it so it plays nice with other warlock mainstay options, instead of always being mutually exclusive with them.

RE: Siphon the Soul

Thanks for the feedback here.

Yes, I think I should reword it so that you're explicitly only able to gain one soul shard per short or long rest; this is to control the rate of acquisition. The soul shards are permanent until expended and the total pool you can have at any one time is limited by your Warlock level.

RE: By Darkness Devoured

Haha, 18th level was a copy pasta typo.

As for the frequency of use, I put it at short/long because except for Hurl Through Hell (which sucks; it's easily the worst patron feature), the 14th level patron features have a usage frequency of at-will or 1 / short rest, in addition to the fact that it needs a soul shard to even be used.

Surrealistik
2014-09-06, 01:12 PM
Famished Dark revisions done, and its expanded spell list has been added.

EDIT: Simplified soul shard mechanics by turning it into a pool of 'soul energy'.

xyianth
2014-09-06, 02:30 PM
I like the changes, but I wanted to point out that your new patron breaks the revised eldritch master feature. Bleak Aegis prevents it from lowering your max hp total, and possibly cancels the damage (I don't remember if can't be reduced overcomes immunity or not). Also, the new life siphon is probably too strong since it now does more damage than all other cantrips and grants temp hp and prevents healing and works with normal spells.

The soul energy mechanic is much easier to understand, nice job.

Surrealistik
2014-09-06, 02:36 PM
I like the changes, but I wanted to point out that your new patron breaks the revised eldritch master feature. Bleak Aegis prevents it from lowering your max hp total, and possibly cancels the damage (I don't remember if can't be reduced overcomes immunity or not). Also, the new life siphon is probably too strong since it now does more damage than all other cantrips and grants temp hp and prevents healing and works with normal spells.

The soul energy mechanic is much easier to understand, nice job.

Thanks!

True, the Bleak Aegis 'can't be reduced' conflict was an oversight, I'll reword that.

I'll add to Eldritch Master's wording so it reads 'can't be reduced or prevented' so there's zero ambiguity about whether its damage can overcome immunity.

As for Life Siphon being too strong, keep in mind that it's mutually exclusive with Eldritch Blast; while it's true it ultimately deals slightly more raw damage at level 17+, Eldritch Blast deals about as much at long range, has tons of riders and can benefit from feat enhancers like Spell Sniper. I think if there's anything too strong about Life Siphon, it's that it can work with Eldritch Blast via infusion.

Zweisteine
2014-09-06, 05:42 PM
Heh. I knew something seemed off in there. I'd forgotten Patrons and Pacts were different things...

Surrealistik
2014-09-07, 11:00 AM
Changed Life Siphon so it can no longer infuse Eldritch Blast; you'll have to choose between getting into melee to siphon, expending a damage non-cantrip spell to drain at range, or using your safe and reliable long range option with the metric ton of riders.

Surrealistik
2014-09-10, 01:31 PM
Added patron fluff.

Changed Bleak Aegis to Conduit of Dark:

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 of soul energy as an Action to gain the following benefits until you use this ability again:

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 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.

Surrealistik
2014-09-13, 12:27 AM
Cleaned up the wording of various patron features.

Surrealistik
2014-09-13, 01:13 PM
Added the Pact of the Shroud.

Surrealistik
2014-10-31, 03:28 PM
Added:

Pact of the Chain:
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.