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Kane0
2015-04-04, 08:38 PM
Hey everybody! I have myself a few warlock spells here, some of which are designed to draw upon the capabilities of its earlier incarnation in 3.5. These are hopefully going to be used by my character that I am using in our 3.pf game that is being converted to 5e. So yeah, PEACH!

Hungry Darkness
3rd-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of coal or pitch)
Duration: Concentration, up to 1 minute
Magical darkness spreads over a point you choose within range to fill a 15' radius sphere for the duration of the spell. The darkness spreads around corners, blocks nonmagical light and is not visible through using darkvision. If any of this spell's area overlaps with an area of light created by a 3rd level spell or lower, the spell that created the light is dispelled.
When a creature enters the darkness for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save they take 2d6 necrotic damage, and half that on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Comparison spells: Darkness and Spirit guardians

Wall of Gloom
3rd-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of coal or pitch)
Duration: Concentration, up to 10 minutes
You create a wall of rippling, opaque darkness within range on a solid surface. You choose to make the wall up to 60' long, 10' high and 5' thick or a circle 20' in diameter that is up to 20' high and 5' thick. The wall blocks line of sight and is considered difficult terrain; every 1' of movement through it counts as 2'.
When a creature enters the darkness for the first time on a turn or starts its turn there, it must make a wisdom saving throw or become blinded for as long as they are within the darkness, as well as one round after they exit it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of the blindness increases by 1 round for each slot level above 3rd.

Comparison spells: other wall spells

Ensnaring Vortex
4th-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (mixed gem dust)
Duration: Concentration, up to 1 minute
Choose a creature within range that you can see. The target must succeed on a dexterity saving throw or become grappled and take 2d6 force damage each turn for the duration. At the end of each of its turns, the target can make a new saving throw. On a success, the spell ends on the target.
You can move the Vortex up to 30' as a bonus action in order to target a new creature with its effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can target increases by 1 for each slot level above 4th. Targets must be within 15' of each other.

Comparison spells: hold person and creature

Brimstone Blast
1st-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a chip of brimstone or pinch of sulphur)
Duration: One turn
Your Eldritch blast deals an additional 1d6 fire damage on a hit, and the space the creature is in is covered in cinders and ash for 1 round. When a creature enters the ashen area for the first time on a turn or starts its turn there they take 1d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the ash increases by 1 round for each slot level above 1st.

Hellrime Blast
1st-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a few drops of saltwater)
Duration: One turn
Your Eldritch Blast deals an additional 1d6 cold damage on a hit, and creatures struck must make a constitution save or have all their movement speeds reduced by half for one round.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of the movement decrease increases by 1 round for each slot level above 1st.

Envenomed Blast
2nd-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a drop of insect venom)
Duration: One turn
Your Eldritch blast deals an additional 1d6 poison damage on a hit, and creatures struck must make a constitution saving throw or be poisoned for 1 round.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the poisoned condition increases by 1 round for each slot level above 2nd.

Beshadowed Blast
3rd-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a scrap of funerary wrapping)
Duration: One turn
Your Eldritch blast deals an additional 1d6 necrotic damage on a hit, and creatures struck must make a wisdom saving throw or be blinded for 1 round.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the incapacitation increases by 1 round for each slot level above 2nd.

Tempest Blast
4th-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a shard of glass or crystal)
Duration: One turn
Your Eldritch blast deals an additional 1d6 lightning damage on a hit, and creatures struck must make a constitution saving throw or be stunned for 1 round.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the stun increases by 1 round for each slot level above 4th.

Eldritch Burst
5th-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a pinch of iron filings)
Duration: One turn
Instead of a ranged spell attack, your Eldritch blast is now a 5' radius spread at the same range. Creatures struck must make a dexterity saving throw or take normal damage as per Eldritch blast. A successful save halves the damage dealt.

alackthereof
2015-04-05, 12:22 AM
The one concern that jumps out at me on a cursory review is that Brimstone Blast ignites the target, and that seems to have been completely removed from 5e. I'd say that you should change the die to a d12 and remove the effect, or change the effect to create a pile of embers at their feet that lasts for 1 round, which will deal another 1d6 damage at the end of their turn if they remain in place. This effect is similar to oil poured on the ground and lit on fire.

Kane0
2015-04-05, 12:32 AM
Ooh not a bad idea, a 5' space of hot ash that damages those ending their turn or running over it.