Strill
2015-08-18, 05:06 PM
Blaze is a goddess of fire, vengeance, and victory at any cost from the Ponyfinder (http://www.drivethrurpg.com/product/125583/Ponyfinder--Campaign-Setting) setting. The sign of her favor in battle ensures victory, but at a terrible price. This is my homebrew rendition of Blaze as a Warlock patron.
This Archetype is designed to encourage the player to fight without regard for their allies' lives by rewarding the player for attacking allies, non-combatants, and yourself. Blaze doesn't have any particular grudge against non-hostiles, but players will generally try go out of their way to avoid attacking anyone except their enemies - this Archetype tries to break you of that habit.
Otherworldly Patron: Blaze
Expanded Spell List
1st: Burning Hands, Searing Smite
2nd: Scorching Ray, Pyrotechnics
3rd: Fireball, Haste
4th: Wall of Fire, Freedom of Movement
5th: Immolation, Conjure Elemental*
*Fire Elemental only
1st level: Thrill of Battle
When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level. (minimum of 1)
6th level: At Any Cost
Blaze demands victory without compunctions. If one of your spells forces at least one ally to make a saving throw to take half damage, all of that spell’s targets make their saving throws with disadvantage.
Maybe: Once you use this feature, you can’t use it again until you finish a short or long rest
10th level: Calloused
You gain resistance to fire damage.
When one of your abilities damages both a hostile and a non-hostile creature, not including yourself, gain immunity to Fire damage until the start of your next turn.
14th level: Blaze of Glory
When a creature within 60 feet with Challenge Rating greater than 0 is reduced to 0 hp, you may use your reaction to deal 2d10 fire damage to that creature and all creatures within 15? feet of it. Creatures other than you who succeed a Dexterity saving throw take half damage.
When you are reduced to 0 hp for the first time after taking a long rest, you deal 10d6 Fire damage to all creatures within 25 feet of you, and 20d6 Fire damage to yourself. Creatures other than you who succeed a Dexterity saving throw take half damage.
Maybe add a limit to the number of times you can use the reaction: You can use this feature a number of times equal to ??. You regain all expended uses when you finish a long rest.
Exclusive Invocations (These invocations require Blaze as a Patron)
Incinerating Blast:
Prerequisite: Otherworldly Patron: Blaze
Your Eldritch Blast surges with fiery power - so much that it burns you too.
Eldritch Blast deals Fire damage instead of Force damage
When you make an attack roll with Eldritch Blast, you may take a -4 penalty on the attack roll. If you do, deal 2 fire damage to yourself, and if the attack hits, you add an additional +10 to the attack’s damage.
Fire Whip
Prerequisites: Otherworldly Patron: Blaze, Pact of the Blade
Your pact weapon sprouts a long tendril of fire which pulls enemies to you. When you attack with your pact weapon you may gain all the following benefits:'
Your reach becomes 15 feet.
You pull your target 10 feet towards you in a straight line when you hit.
Your pact weapon deals Fire damage instead of its normal damage type.
This Archetype is designed to encourage the player to fight without regard for their allies' lives by rewarding the player for attacking allies, non-combatants, and yourself. Blaze doesn't have any particular grudge against non-hostiles, but players will generally try go out of their way to avoid attacking anyone except their enemies - this Archetype tries to break you of that habit.
Otherworldly Patron: Blaze
Expanded Spell List
1st: Burning Hands, Searing Smite
2nd: Scorching Ray, Pyrotechnics
3rd: Fireball, Haste
4th: Wall of Fire, Freedom of Movement
5th: Immolation, Conjure Elemental*
*Fire Elemental only
1st level: Thrill of Battle
When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level. (minimum of 1)
6th level: At Any Cost
Blaze demands victory without compunctions. If one of your spells forces at least one ally to make a saving throw to take half damage, all of that spell’s targets make their saving throws with disadvantage.
Maybe: Once you use this feature, you can’t use it again until you finish a short or long rest
10th level: Calloused
You gain resistance to fire damage.
When one of your abilities damages both a hostile and a non-hostile creature, not including yourself, gain immunity to Fire damage until the start of your next turn.
14th level: Blaze of Glory
When a creature within 60 feet with Challenge Rating greater than 0 is reduced to 0 hp, you may use your reaction to deal 2d10 fire damage to that creature and all creatures within 15? feet of it. Creatures other than you who succeed a Dexterity saving throw take half damage.
When you are reduced to 0 hp for the first time after taking a long rest, you deal 10d6 Fire damage to all creatures within 25 feet of you, and 20d6 Fire damage to yourself. Creatures other than you who succeed a Dexterity saving throw take half damage.
Maybe add a limit to the number of times you can use the reaction: You can use this feature a number of times equal to ??. You regain all expended uses when you finish a long rest.
Exclusive Invocations (These invocations require Blaze as a Patron)
Incinerating Blast:
Prerequisite: Otherworldly Patron: Blaze
Your Eldritch Blast surges with fiery power - so much that it burns you too.
Eldritch Blast deals Fire damage instead of Force damage
When you make an attack roll with Eldritch Blast, you may take a -4 penalty on the attack roll. If you do, deal 2 fire damage to yourself, and if the attack hits, you add an additional +10 to the attack’s damage.
Fire Whip
Prerequisites: Otherworldly Patron: Blaze, Pact of the Blade
Your pact weapon sprouts a long tendril of fire which pulls enemies to you. When you attack with your pact weapon you may gain all the following benefits:'
Your reach becomes 15 feet.
You pull your target 10 feet towards you in a straight line when you hit.
Your pact weapon deals Fire damage instead of its normal damage type.