Submortimer
2015-08-24, 09:46 PM
Warlock Patron: Ur-Priest
"No gods, No Masters."
- Friedrich Nietzsche, Beyond Good and Evil
http://vignette3.wikia.nocookie.net/forgottenrealms/images/1/1b/Ur-Priest.jpg/revision/latest?cb=20090330164951
Warlocks, as a whole, are a group of individuals who are more than comfortable trading a part of their soul or freedom for great power. Be they Fiends, Fey, Elder Outer Gods, Angels, or any other would-be deity, Patrons trade power for control.
Similarly, Clerics and, to a lesser extent, paladins are beholden to similar entities. The gods worshiped by these men of faith use their reverence to fuel their divine powers, and in return the gods grant them the ability to perfom miracles; never mind the fact that these gods will take your soul just as quickly as any Patron.
In answer to both, there is the Ur-Priest. These Anti-holy men despise those entities that would control man, and seek to steal their powers for themselves.
Ur-Priest Bonus Spell list
Warlock Level
Spells
1st
Cure Wounds, Inflict Wounds
3rd
Lesser Restoration, Ray of Enfeeblement
5th
Bestow Curse, Remove Curse
7th
Blight, Divination
9th
Mass Cure Wounds, Destructive Wave
Mystic Revocation
An Ur-Priest is not beholden to any god, demon, or other extraplanar entity. As such, he revokes any allegiance to these entities, and this forceful revocation is filled with power. At 1st level, the Ur-Priest learns to use the power of his revocation to steal a mote of power from a god or other entity. Select a Cleric Domain; You gain the Channel Divinity ability associated with that domain. Once you use this granted ability, you must take a short or long rest before you can use it again. Following a long rest, you may choose a different Cleric Domain to steal from.
Becoming an Ur-Priest is an all-or-nothing venture. If a creature with levels in cleric chooses to become an Ur-Priest, he loses his ability to cast divine spells and he loses access to his Divine Domain. In response, he may “trade in” levels of cleric for levels of Ur-Priest. Doing so does not change his background, proficiencies, or HP/Hit Dice, only his class abilities.
Paladins are usually unaffected by their decision to become an Ur-Priest, though any that are steadfastly devoted to a specific god run a great risk of becoming an Oathbreaker.
Mystic Larceny
The Ur-Priest is skilled at stealing divine power, but can steal all types of magical energy from his enemies and/or allies. At 6th level, you gain the ability to steal spells and/or spell energy from a creature. Select a creature you can see within 60 ft; That creature must make a charisma saving throw with a DC equal to 8+your Proficiency Modifier+your Charisma Modifier. Failure allows you to steal spell energy from the creature. You gain one Pact Magic spell slot, and if the creature knows spells or has spells prepared, you may learn one of those spells of your choice. The spell learned/stolen must be of a spell level you can cast via Pact Magic. You may only have one additional spell slot from this ability at a time, and, if unspent, it is lost following a short or long rest. Any spells learned using this ability remain with you until you take a long rest.
Once you use this ability, you must take a long or short rest before you can do so again.
Divine Avoidance
Ur-Priests are quite adept at stealing from the gods; by extension, he is also fantastic at avoiding the powers of those from whom he steals. At 10th level, the Ur-Priest gains Advantage on saving throws against spells or abilities used by divine spellcasters (clerics, druids, paladins, rangers) and/or certain divine and sub-divine beings (Fiends, Fey, and Celestials), and resistance to damage from those same abilities.
This resistance extends to beneficial effects as well. If you are the target of a non-damaging spell or ability from one of those same sources, you must make a charisma saving throw (again, with advantage). Success means the spell or ability has no effect. Additionally, when targeted by a cure spell, even if you fail the saving throw, you only heal half the amount you normally would, to a minimum of 1 hp.
Mystic Miracle
At the pinnacle of his ability, an Ur-Priest can call upon the powers of a god with surprising ease and powerful force. At 14th level, he may cast any cleric spell of 6th level or lower, including any spells granted from the domain he is currently stealing from. Doing so does not require any requirements for that spell, including costly components. Once this ability is used, you must take a long rest before doing so again.
At 17th level, you may use this ability to cast any cleric spell of 7th level or lower, and at 20th level, 8th level or lower.
This was a request from a friend of mine who really wanted an Ur-Priest, and this seemed to be a much more flavorful option to make that work. I may also write it up as a Divine Domain, but we'll see how it goes.
"No gods, No Masters."
- Friedrich Nietzsche, Beyond Good and Evil
http://vignette3.wikia.nocookie.net/forgottenrealms/images/1/1b/Ur-Priest.jpg/revision/latest?cb=20090330164951
Warlocks, as a whole, are a group of individuals who are more than comfortable trading a part of their soul or freedom for great power. Be they Fiends, Fey, Elder Outer Gods, Angels, or any other would-be deity, Patrons trade power for control.
Similarly, Clerics and, to a lesser extent, paladins are beholden to similar entities. The gods worshiped by these men of faith use their reverence to fuel their divine powers, and in return the gods grant them the ability to perfom miracles; never mind the fact that these gods will take your soul just as quickly as any Patron.
In answer to both, there is the Ur-Priest. These Anti-holy men despise those entities that would control man, and seek to steal their powers for themselves.
Ur-Priest Bonus Spell list
Warlock Level
Spells
1st
Cure Wounds, Inflict Wounds
3rd
Lesser Restoration, Ray of Enfeeblement
5th
Bestow Curse, Remove Curse
7th
Blight, Divination
9th
Mass Cure Wounds, Destructive Wave
Mystic Revocation
An Ur-Priest is not beholden to any god, demon, or other extraplanar entity. As such, he revokes any allegiance to these entities, and this forceful revocation is filled with power. At 1st level, the Ur-Priest learns to use the power of his revocation to steal a mote of power from a god or other entity. Select a Cleric Domain; You gain the Channel Divinity ability associated with that domain. Once you use this granted ability, you must take a short or long rest before you can use it again. Following a long rest, you may choose a different Cleric Domain to steal from.
Becoming an Ur-Priest is an all-or-nothing venture. If a creature with levels in cleric chooses to become an Ur-Priest, he loses his ability to cast divine spells and he loses access to his Divine Domain. In response, he may “trade in” levels of cleric for levels of Ur-Priest. Doing so does not change his background, proficiencies, or HP/Hit Dice, only his class abilities.
Paladins are usually unaffected by their decision to become an Ur-Priest, though any that are steadfastly devoted to a specific god run a great risk of becoming an Oathbreaker.
Mystic Larceny
The Ur-Priest is skilled at stealing divine power, but can steal all types of magical energy from his enemies and/or allies. At 6th level, you gain the ability to steal spells and/or spell energy from a creature. Select a creature you can see within 60 ft; That creature must make a charisma saving throw with a DC equal to 8+your Proficiency Modifier+your Charisma Modifier. Failure allows you to steal spell energy from the creature. You gain one Pact Magic spell slot, and if the creature knows spells or has spells prepared, you may learn one of those spells of your choice. The spell learned/stolen must be of a spell level you can cast via Pact Magic. You may only have one additional spell slot from this ability at a time, and, if unspent, it is lost following a short or long rest. Any spells learned using this ability remain with you until you take a long rest.
Once you use this ability, you must take a long or short rest before you can do so again.
Divine Avoidance
Ur-Priests are quite adept at stealing from the gods; by extension, he is also fantastic at avoiding the powers of those from whom he steals. At 10th level, the Ur-Priest gains Advantage on saving throws against spells or abilities used by divine spellcasters (clerics, druids, paladins, rangers) and/or certain divine and sub-divine beings (Fiends, Fey, and Celestials), and resistance to damage from those same abilities.
This resistance extends to beneficial effects as well. If you are the target of a non-damaging spell or ability from one of those same sources, you must make a charisma saving throw (again, with advantage). Success means the spell or ability has no effect. Additionally, when targeted by a cure spell, even if you fail the saving throw, you only heal half the amount you normally would, to a minimum of 1 hp.
Mystic Miracle
At the pinnacle of his ability, an Ur-Priest can call upon the powers of a god with surprising ease and powerful force. At 14th level, he may cast any cleric spell of 6th level or lower, including any spells granted from the domain he is currently stealing from. Doing so does not require any requirements for that spell, including costly components. Once this ability is used, you must take a long rest before doing so again.
At 17th level, you may use this ability to cast any cleric spell of 7th level or lower, and at 20th level, 8th level or lower.
This was a request from a friend of mine who really wanted an Ur-Priest, and this seemed to be a much more flavorful option to make that work. I may also write it up as a Divine Domain, but we'll see how it goes.