Michael7123
2015-07-19, 07:04 PM
I love the themes the warlock class bring to the table. Any character who wound up pledging himself to some sort of mysterious (Great old one), downright weird (Archfey), or devil (Fiend) will almost always have some sort of interesting backstory which is fun to explore in game.
However, the warlock subclasses in of themselves are pretty limited. Playing a warlock of Dagon, a demon lord of the abyss who resides in water, gives you the same classic "kill them all with fire" benefits as playing a warlock of Asmodeus. This is my attempt to change this.
I plan on designing specific warlock subclasses for the lords of the Nine Hells before moving on to other patrons (both fiendish or otherwise).
Mephistopheles, Lord of Cania
http://40.media.tumblr.com/aea4219c9f84d5521237103d93bc1ee9/tumblr_mtnca7PU4D1r3sy6wo8_500.png
You're burning, you're burning, you're burning for me.
Expanded Spell list:
Spell Level
Spells
1st
Burning Hands, Searing Smite
2nd
Scorching Ray, Aganazzar’s Scorcher (ee)
3rd
Fireball, Protection From Energy
4th
Fire Shield, Wall of Fire
5th
Flame strike, Immolation (ee)
Pact features:
Hellfire:
Starting at first level, if you have the Eldtrich Blast cantrip, it changes drastically. It now deals 1d8 fire damage +1d4 necrotic damage.
Kill Them With Fire:
Starting at level 6, any spell you cast that normally deals elemental damage can now deal fire damage instead if you wish. Additionally, any spells that deal fire damage by default have their damage dice increased by 1 category. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12. A d12 does not become a d20.
Furthermore, when using any spell that deals fire damage, you can add 2d6 fire and 1d4 necrotic damage to the total amount of damage the spell deals by taking 7 points of damage. You can take this amount of damage twice at level 10 (4d6 fire 2d4 necrotic total, 14 damage on yourself), and three times at level 14 (6d6 fire damage and 3d4 necrotic, 21 damage on yourself).
World on Fire
You gain immunity to fire damage. In addition, in following levels where you would normally pick a Mystic Arcanum spell, they can select the spell from either the warlock list or any spell that deals fire damage from any other class list. Additionally, any spells or abilities you use that deal fire damage ignore resistance to fire, and treat immunity to fire as if it were resistance.
Ritual Burning:
Starting at level 14, you can learn any spell that deals fire damage as a ritual. These spells take an amount of rounds to cast equal to their spell level X 3. Additionally, your can now engulf your body in hellfire once per long rest, dealing 2d12 and 2d4 necrotic damage per round for 10 rounds to enemies within 5 feet of you
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If you ever use this class in a game, please post a link to the game in this thread or send me a pm telling me how this class performed. Any tips you can offer are helpful!
However, the warlock subclasses in of themselves are pretty limited. Playing a warlock of Dagon, a demon lord of the abyss who resides in water, gives you the same classic "kill them all with fire" benefits as playing a warlock of Asmodeus. This is my attempt to change this.
I plan on designing specific warlock subclasses for the lords of the Nine Hells before moving on to other patrons (both fiendish or otherwise).
Mephistopheles, Lord of Cania
http://40.media.tumblr.com/aea4219c9f84d5521237103d93bc1ee9/tumblr_mtnca7PU4D1r3sy6wo8_500.png
You're burning, you're burning, you're burning for me.
Expanded Spell list:
Spell Level
Spells
1st
Burning Hands, Searing Smite
2nd
Scorching Ray, Aganazzar’s Scorcher (ee)
3rd
Fireball, Protection From Energy
4th
Fire Shield, Wall of Fire
5th
Flame strike, Immolation (ee)
Pact features:
Hellfire:
Starting at first level, if you have the Eldtrich Blast cantrip, it changes drastically. It now deals 1d8 fire damage +1d4 necrotic damage.
Kill Them With Fire:
Starting at level 6, any spell you cast that normally deals elemental damage can now deal fire damage instead if you wish. Additionally, any spells that deal fire damage by default have their damage dice increased by 1 category. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12. A d12 does not become a d20.
Furthermore, when using any spell that deals fire damage, you can add 2d6 fire and 1d4 necrotic damage to the total amount of damage the spell deals by taking 7 points of damage. You can take this amount of damage twice at level 10 (4d6 fire 2d4 necrotic total, 14 damage on yourself), and three times at level 14 (6d6 fire damage and 3d4 necrotic, 21 damage on yourself).
World on Fire
You gain immunity to fire damage. In addition, in following levels where you would normally pick a Mystic Arcanum spell, they can select the spell from either the warlock list or any spell that deals fire damage from any other class list. Additionally, any spells or abilities you use that deal fire damage ignore resistance to fire, and treat immunity to fire as if it were resistance.
Ritual Burning:
Starting at level 14, you can learn any spell that deals fire damage as a ritual. These spells take an amount of rounds to cast equal to their spell level X 3. Additionally, your can now engulf your body in hellfire once per long rest, dealing 2d12 and 2d4 necrotic damage per round for 10 rounds to enemies within 5 feet of you
-----------------------------------------------------------------------------------------------------------------------------
If you ever use this class in a game, please post a link to the game in this thread or send me a pm telling me how this class performed. Any tips you can offer are helpful!