fattybear
2015-04-07, 07:30 PM
Looking for any feedback on this new warlock pact I made up!
Warlock Pact: Slaad
Description:
Your patron is a slaad lord, the most powerful of grotesque creatures formed from pure chaos and horrific reproductive cycles. Its motives are to sow discord and bring down the laws of man and, if possible, nature itself. Slaad lords powerful enough to grant pacts include Chourst, Lord of Randomness; Rennbuu, Lord of Colors; Ssendam, Lord of Madness; Ygori, Lord of Entropy; and other chaotic beings.
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Level 1: Chaotic Body and Mind
Starting at 1st level, you are able to use a bonus action to transform your fists into fearsome claws at will. You are proficient in using your claws and you can use your claws to make an unarmed attack inflicting d4 slashing damage. The damage increases one die level at the 5th and 11th warlock level. Your exposure to the slaadi mind and language has allowed you to understand and speak Slaadi. You are able to communicate telepathically with slaadi up to 30 feet.
If you choose Pact of the Blade, your claws are now considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your claws are also considered a pact weapon for the purposes of working with the relevant blade pact invocations.
Level 6: Slaadi Skin
You have learned to harness the chaotic energy provided by your patron to acquire the slaadi's thick skin. When a creature casts a spell at you, you can use your reaction to receive advantage on the spell saving throw or magical effect. This can be used once every long rest. When you aren't wearing armor, your AC equals 13 + your DEX modifier.
You may choose to adopt the skin tones of the slaad. At level 6, your skin has a very faint green color. At level 10, your skin takes on an ashy gray color. At level 14, your skin a faint, light black color.
Level 10: Sow Discord
You revel in causing chaos in battle and befuddling your enemies. You learn the confusion spell if you do not already know it and it does not count towards your spells known. You can cast confusion once without expending one of your spell slots. This feature can only be used once every long rest.
Level 14: Seeds of Chaos
On a successful unarmed attack or scraping of the skin with your claws on an incapacitated humanoid, you can choose to infect him with a disease called the chaos phage. The humanoid must make a Constitution saving throw against your spell save DC or become diseased. On a successful save, nothing happens to the humanoid. On a failed save, within 2d12 hours, the person will die as a slaadi tadpole bursts out of the humanoid's insides. The tadpole will transform into a red or blue slaad in 2d12 hours. If the humanoid dies before full incubation, the tadpole will not survive but the body remains a potential source of infection for 24 hours. The phage can be spread if exposed to the diseased humanoid's blood.
Every time you use this feature, you tap into the slaad's regenerative nature and recover health equivalent to your warlock level times 3, allowing you to sustain your spread of mayhem. You can recover health regardless of whether the disease successfully took hold.This feature can only be used once every long rest.
Slaad Pact Spells
L1: Tasha's Hideous Laughter, Grease
L2: Detect Thoughts, Alter Self
L3: Stinking Cloud, Slow
L4: Polymorph, Compulsion
L5: Mislead, Modify Memory
Familiar: Stunted Slaadi
Tiny Aberration
Chaotic Neutral
Description: Stunted slaadi are tadpoles who transformed into a red or blue slaadi, but due to the nature of chaos magic, did not successfully make a full transformation. It retains some abilities of its larger brethren and its tadpole roots. While they obey their warlock masters, they have a tendency to do their own thing unless otherwise told due to their undisciplined nature.
AC: 13, HP: 10
Senses: Darkvision 60ft. Can understand but not speak Slaadi.
Damage Resistance: acid, cold, fire, lightning, thunder
Magic Resistance: the slaadi has advantage on all spell saving throws and magical effects.
Regeneration: The slaadi recovers 5 HP at the end of its turn if it has more than 0 HP.
Shapechanger: The slaad can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form . Its statistics are the same in each
form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4 + 2) piercing damage.
ALTERNATE LEVEL 1 and LEVEL 6 FEATURES
Level 1: Starting at 1st level, you are able to use a bonus action to transform your fists into fearsome claws at will. You are proficient in using your claws and you can use your claws to make an unarmed attack inflicting d6 slashing damage. The damage increases to d8 slashing damage at the 5th warlock level. Your exposure to the slaadi mind and language has allowed you to understand and speak Slaadi. You are able to communicate telepathically with slaadi up to 30 feet.
Unpredictable Resistance: Starting at the 1st level, your body has been exposed to the chaotic nature and magic of the slaadi. As a result, your skin is able to resist the elements but due to its random nature, the resistance fluctuates day by day. After each long rest, roll d6. You gain the following resistance for the day.
1 - None, 2 - Thunder, 3 - Cold, 4 - Lightning, 5 - Acid, 6 - Fire
If you choose Pact of the Blade, your claws are now considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your claws are also considered a pact weapon for the purposes of working with the relevant blade pact invocations.
Level 6: Tap Wild Magic
You have learned to harness the chaotic energy of wild magic. After casting a spell or as an action, you may choose to roll d100 for the wild magic surge table. If you roll 99 or 100, instead of recovering expended sorcery points, you recover any expended pact magic spell slots (arcanum spell slots do not apply). This feature can only be used once every long rest.
Warlock Pact: Slaad
Description:
Your patron is a slaad lord, the most powerful of grotesque creatures formed from pure chaos and horrific reproductive cycles. Its motives are to sow discord and bring down the laws of man and, if possible, nature itself. Slaad lords powerful enough to grant pacts include Chourst, Lord of Randomness; Rennbuu, Lord of Colors; Ssendam, Lord of Madness; Ygori, Lord of Entropy; and other chaotic beings.
.
Level 1: Chaotic Body and Mind
Starting at 1st level, you are able to use a bonus action to transform your fists into fearsome claws at will. You are proficient in using your claws and you can use your claws to make an unarmed attack inflicting d4 slashing damage. The damage increases one die level at the 5th and 11th warlock level. Your exposure to the slaadi mind and language has allowed you to understand and speak Slaadi. You are able to communicate telepathically with slaadi up to 30 feet.
If you choose Pact of the Blade, your claws are now considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your claws are also considered a pact weapon for the purposes of working with the relevant blade pact invocations.
Level 6: Slaadi Skin
You have learned to harness the chaotic energy provided by your patron to acquire the slaadi's thick skin. When a creature casts a spell at you, you can use your reaction to receive advantage on the spell saving throw or magical effect. This can be used once every long rest. When you aren't wearing armor, your AC equals 13 + your DEX modifier.
You may choose to adopt the skin tones of the slaad. At level 6, your skin has a very faint green color. At level 10, your skin takes on an ashy gray color. At level 14, your skin a faint, light black color.
Level 10: Sow Discord
You revel in causing chaos in battle and befuddling your enemies. You learn the confusion spell if you do not already know it and it does not count towards your spells known. You can cast confusion once without expending one of your spell slots. This feature can only be used once every long rest.
Level 14: Seeds of Chaos
On a successful unarmed attack or scraping of the skin with your claws on an incapacitated humanoid, you can choose to infect him with a disease called the chaos phage. The humanoid must make a Constitution saving throw against your spell save DC or become diseased. On a successful save, nothing happens to the humanoid. On a failed save, within 2d12 hours, the person will die as a slaadi tadpole bursts out of the humanoid's insides. The tadpole will transform into a red or blue slaad in 2d12 hours. If the humanoid dies before full incubation, the tadpole will not survive but the body remains a potential source of infection for 24 hours. The phage can be spread if exposed to the diseased humanoid's blood.
Every time you use this feature, you tap into the slaad's regenerative nature and recover health equivalent to your warlock level times 3, allowing you to sustain your spread of mayhem. You can recover health regardless of whether the disease successfully took hold.This feature can only be used once every long rest.
Slaad Pact Spells
L1: Tasha's Hideous Laughter, Grease
L2: Detect Thoughts, Alter Self
L3: Stinking Cloud, Slow
L4: Polymorph, Compulsion
L5: Mislead, Modify Memory
Familiar: Stunted Slaadi
Tiny Aberration
Chaotic Neutral
Description: Stunted slaadi are tadpoles who transformed into a red or blue slaadi, but due to the nature of chaos magic, did not successfully make a full transformation. It retains some abilities of its larger brethren and its tadpole roots. While they obey their warlock masters, they have a tendency to do their own thing unless otherwise told due to their undisciplined nature.
AC: 13, HP: 10
Senses: Darkvision 60ft. Can understand but not speak Slaadi.
Damage Resistance: acid, cold, fire, lightning, thunder
Magic Resistance: the slaadi has advantage on all spell saving throws and magical effects.
Regeneration: The slaadi recovers 5 HP at the end of its turn if it has more than 0 HP.
Shapechanger: The slaad can use its action to polymorph into a beast form that resembles a bat (speed 10ft. fly 40ft.), a centipede (40ft., climb 40ft.), or a toad (40ft., swim 40ft.), or back into its true form . Its statistics are the same in each
form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4 + 2) piercing damage.
ALTERNATE LEVEL 1 and LEVEL 6 FEATURES
Level 1: Starting at 1st level, you are able to use a bonus action to transform your fists into fearsome claws at will. You are proficient in using your claws and you can use your claws to make an unarmed attack inflicting d6 slashing damage. The damage increases to d8 slashing damage at the 5th warlock level. Your exposure to the slaadi mind and language has allowed you to understand and speak Slaadi. You are able to communicate telepathically with slaadi up to 30 feet.
Unpredictable Resistance: Starting at the 1st level, your body has been exposed to the chaotic nature and magic of the slaadi. As a result, your skin is able to resist the elements but due to its random nature, the resistance fluctuates day by day. After each long rest, roll d6. You gain the following resistance for the day.
1 - None, 2 - Thunder, 3 - Cold, 4 - Lightning, 5 - Acid, 6 - Fire
If you choose Pact of the Blade, your claws are now considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Your claws are also considered a pact weapon for the purposes of working with the relevant blade pact invocations.
Level 6: Tap Wild Magic
You have learned to harness the chaotic energy of wild magic. After casting a spell or as an action, you may choose to roll d100 for the wild magic surge table. If you roll 99 or 100, instead of recovering expended sorcery points, you recover any expended pact magic spell slots (arcanum spell slots do not apply). This feature can only be used once every long rest.