PoeticDwarf
2016-01-19, 01:17 PM
Here is a new subclass for 5e edition, the name doesn't refer to the Broken One Monk (3.5). This is the first of the 36 subclasses I'm working on (three for every class)
Only someone who knows theirself knows others, it is not an opinion, it is the truth. I took me years of studying, but now I know my true identity I can use everything the best, my soul didn't crush so many times to end here, my spirits will be victorious. I'm not one, I'm two, and I have absolute control about both halves. That I don't refer to myself as we was more difficult, than it is going to be to kill you ~Darfur, the Golddwarf Broken One Warlock, preparing his speech for a fight
As a Broken One Warlock, you don't gain your powers from a mighty creature, far above you, as a Broken One you gain your powers from yourself. This doesn't work as it can work with a sorcerer, Broken One Warlocks have two spirits who are fighting in the Warlock for the might. Most Broken One Warlocks have two personalities because of this. The two parts can both give power to the other when the other becomes stronger, hoping this personality will waste this power so the soul can grow and come in charge. Broken Ones don't even know they gain their power from themselves, and often think another creature gives this might.
http://i.imgur.com/6X7CgHt.jpg
Broken One warlocks (as I mentioned), often have two personalities. They can be very different from each other but sometimes they are almost exactly the same, in almost every case the souls both think they do the best to the warlock and want to take the power over the body. These warlocks can slowly grow in their characters, at the end one spirit becomes stronger and can take the might, but the other can come back sometimes. From level 14 it is often clear who is the most important and who win, the other one already admitted his role, and still gives power, but when the Warlock really needs the half who "lost" this one can try to fight back. At this point the Warlock already knows that give him/her the powers.
First level
Broken Mind
Thanks to the voices in your head, and two personalities who can try to push the other away when they need to, you have advantage on saving throws against charm and frighten effects. You also gain resistance to psychic damage because of this effect, both spirits are damaged, but the one who leads your body just half.
Sixth level
Driven out
When one part becomes stronger, this one can try to drive the other part out of the head. Once per short rest as a bonus action one of your personalities vanishes out of your head, appearing in an unnocupied space you can see within 10ft of you. This Soul is under your command for 1 minute or till the spirit dies or you lose concentration (as concentration on a spell)(statblock below). This half rolls it's own initiative. Whenever you take damage, you gain half damage and the spirit the other half (the spirit can't reduce this) and if the spirit takes damage you take the other half (no reduction).
The Soul has your mental stats, and adds on DEX, STR and CON score your modifier in that score, it has the same proficiency bonus as you do. His modifiers can't be below 0 because your modifiers, and stay at least one.
HP: Half yours
AC: 10+dex mod
Speed: hover 30ft
STR DEX CON INT WIS CHA
2 18 14 - - -
Skills: Your proficiencies
Saves: Your proficiencies
Resistances: Psychic, Cold, Fire, Acid nonmagical bludeoning/slashing/piercing
Languages: Understands the same as the "creator"
The Spirit can go through a space as big as 1inch, and through the space of other creatures, ending in such a space lets the Spirit take 1d10 force damage
Actions:
Slam: to hit: dex mod + prof. bonus, reach 5ft, damage: 1d6 + dex mod + your prof. bonus damage, and 1d6 additional force
Image:
http://i.imgur.com/JwJV7Uv.jpg
Tenth level
two ways to slay
If both your souls focus on an enemy, you can break his mind defense.
You can cast either dissonant whispers or Command (duration changes to: 1 round, concentration) at will from now. Chose when you gain this feature. You cast these spells then as af with a first level slot
The DC is your warlock spell DC
Fourteenth level:
True self
You learn your true self and gain a bright personality, but you can still try to let the other half help you. Whenever you focus on your other half as a bonus action, you gain an amount of even psychic damage you want (can't be reduced by resis/immun), but then you gain half that bonus of damage + your charisa modifier (never more bonus than the damage you took) you take on the next int/wis/cha skill check you make within a minute, you may just take a maximum amount of damage equal to your warlock level. You can use this feature an amount of times per rest equal to your charisma modifier. If you didn't spend all your uses yet, you get advantage in inteligence saving throws, thanks to the control you have. Also ypu gain more control on the soul you can let appear, giving him two slam attacks whenever it takes the attack action
Only someone who knows theirself knows others, it is not an opinion, it is the truth. I took me years of studying, but now I know my true identity I can use everything the best, my soul didn't crush so many times to end here, my spirits will be victorious. I'm not one, I'm two, and I have absolute control about both halves. That I don't refer to myself as we was more difficult, than it is going to be to kill you ~Darfur, the Golddwarf Broken One Warlock, preparing his speech for a fight
As a Broken One Warlock, you don't gain your powers from a mighty creature, far above you, as a Broken One you gain your powers from yourself. This doesn't work as it can work with a sorcerer, Broken One Warlocks have two spirits who are fighting in the Warlock for the might. Most Broken One Warlocks have two personalities because of this. The two parts can both give power to the other when the other becomes stronger, hoping this personality will waste this power so the soul can grow and come in charge. Broken Ones don't even know they gain their power from themselves, and often think another creature gives this might.
http://i.imgur.com/6X7CgHt.jpg
Broken One warlocks (as I mentioned), often have two personalities. They can be very different from each other but sometimes they are almost exactly the same, in almost every case the souls both think they do the best to the warlock and want to take the power over the body. These warlocks can slowly grow in their characters, at the end one spirit becomes stronger and can take the might, but the other can come back sometimes. From level 14 it is often clear who is the most important and who win, the other one already admitted his role, and still gives power, but when the Warlock really needs the half who "lost" this one can try to fight back. At this point the Warlock already knows that give him/her the powers.
First level
Broken Mind
Thanks to the voices in your head, and two personalities who can try to push the other away when they need to, you have advantage on saving throws against charm and frighten effects. You also gain resistance to psychic damage because of this effect, both spirits are damaged, but the one who leads your body just half.
Sixth level
Driven out
When one part becomes stronger, this one can try to drive the other part out of the head. Once per short rest as a bonus action one of your personalities vanishes out of your head, appearing in an unnocupied space you can see within 10ft of you. This Soul is under your command for 1 minute or till the spirit dies or you lose concentration (as concentration on a spell)(statblock below). This half rolls it's own initiative. Whenever you take damage, you gain half damage and the spirit the other half (the spirit can't reduce this) and if the spirit takes damage you take the other half (no reduction).
The Soul has your mental stats, and adds on DEX, STR and CON score your modifier in that score, it has the same proficiency bonus as you do. His modifiers can't be below 0 because your modifiers, and stay at least one.
HP: Half yours
AC: 10+dex mod
Speed: hover 30ft
STR DEX CON INT WIS CHA
2 18 14 - - -
Skills: Your proficiencies
Saves: Your proficiencies
Resistances: Psychic, Cold, Fire, Acid nonmagical bludeoning/slashing/piercing
Languages: Understands the same as the "creator"
The Spirit can go through a space as big as 1inch, and through the space of other creatures, ending in such a space lets the Spirit take 1d10 force damage
Actions:
Slam: to hit: dex mod + prof. bonus, reach 5ft, damage: 1d6 + dex mod + your prof. bonus damage, and 1d6 additional force
Image:
http://i.imgur.com/JwJV7Uv.jpg
Tenth level
two ways to slay
If both your souls focus on an enemy, you can break his mind defense.
You can cast either dissonant whispers or Command (duration changes to: 1 round, concentration) at will from now. Chose when you gain this feature. You cast these spells then as af with a first level slot
The DC is your warlock spell DC
Fourteenth level:
True self
You learn your true self and gain a bright personality, but you can still try to let the other half help you. Whenever you focus on your other half as a bonus action, you gain an amount of even psychic damage you want (can't be reduced by resis/immun), but then you gain half that bonus of damage + your charisa modifier (never more bonus than the damage you took) you take on the next int/wis/cha skill check you make within a minute, you may just take a maximum amount of damage equal to your warlock level. You can use this feature an amount of times per rest equal to your charisma modifier. If you didn't spend all your uses yet, you get advantage in inteligence saving throws, thanks to the control you have. Also ypu gain more control on the soul you can let appear, giving him two slam attacks whenever it takes the attack action