Michael7123
2015-07-20, 02:44 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).
Bel
http://pre04.deviantart.net/51fa/th/pre/i/2013/207/d/6/bel__lord_of_the_nine_project__by_vanagandr-d6fcbod.jpg
Me and THIS army!
Expanded Spell list:
Spell Level
Spells
1st
Bane, Heroism
2nd
Enlarge/Reduce, Aid
3rd
Aura of Vitality, Crusader's Mantle*
4th
Aura of Life, Aura of Purity
5th
Wall of Stone, Circle of Power
Pact features:
Diabolic Marshal:
You gain proficiency in medium armor and shields. You also can choose one of the following auras. The aura that you select is active at all times. You cannot change this aura after you've selected it.
Aura of Expertise: All allies within 30 feet of you get critical hits when they roll a natural 19 or natural 20
Aura of Heroics: Allies within 40 feet of you are immune to being frightened.
Aura of Defense: All allies within 15 feet of you gain +1 to their AC
Aura of Ferocity: All allies within 15 feet of you gain +1 to their attack rolls.
Aura of Might:
Starting at level 6, any ally within 20 feet of you gains a +2 bonus to AC or attack rolls (their choice). You do not gain this benefit. At level 14, the radius of this aura extends to 35 feet around you.
Hellish Auras:
Starting at level 10, you can concentrate on up to two aura spells (any spell that effects all allies within a set range of your character.) at the same time. However, while you are concentrating on both of these spells, you may cast no additional spells, with the exception of cantrips.
Infernal Strike Team
Starting at level 14, you can summon up two erinyes. Summoning these creatures is an action. These creatures serve you for three rounds. before vanishing back into the nine hells. You don't need to take any action to control them. You can use this ability once per long rest.
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* Instead of granting allies additional radiant damage, it grants allies extra necrotic damage instead. Call the spell "Blackguard's Mantle".
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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).
Bel
http://pre04.deviantart.net/51fa/th/pre/i/2013/207/d/6/bel__lord_of_the_nine_project__by_vanagandr-d6fcbod.jpg
Me and THIS army!
Expanded Spell list:
Spell Level
Spells
1st
Bane, Heroism
2nd
Enlarge/Reduce, Aid
3rd
Aura of Vitality, Crusader's Mantle*
4th
Aura of Life, Aura of Purity
5th
Wall of Stone, Circle of Power
Pact features:
Diabolic Marshal:
You gain proficiency in medium armor and shields. You also can choose one of the following auras. The aura that you select is active at all times. You cannot change this aura after you've selected it.
Aura of Expertise: All allies within 30 feet of you get critical hits when they roll a natural 19 or natural 20
Aura of Heroics: Allies within 40 feet of you are immune to being frightened.
Aura of Defense: All allies within 15 feet of you gain +1 to their AC
Aura of Ferocity: All allies within 15 feet of you gain +1 to their attack rolls.
Aura of Might:
Starting at level 6, any ally within 20 feet of you gains a +2 bonus to AC or attack rolls (their choice). You do not gain this benefit. At level 14, the radius of this aura extends to 35 feet around you.
Hellish Auras:
Starting at level 10, you can concentrate on up to two aura spells (any spell that effects all allies within a set range of your character.) at the same time. However, while you are concentrating on both of these spells, you may cast no additional spells, with the exception of cantrips.
Infernal Strike Team
Starting at level 14, you can summon up two erinyes. Summoning these creatures is an action. These creatures serve you for three rounds. before vanishing back into the nine hells. You don't need to take any action to control them. You can use this ability once per long rest.
---------------------------------------------------------------------------------------------------------------------------
* Instead of granting allies additional radiant damage, it grants allies extra necrotic damage instead. Call the spell "Blackguard's Mantle".
-----------------------------------------------------------------------------------------------------------------------------
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!