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View Full Version : D&D 5e/Next Undying Light Patron rework - The Angel



quinron
2016-11-16, 11:54 PM
To explain some of the language I use here: In the setting I'm planning to use this for, the Outer Planes are one continuous spectrum from good to evil, and they're composed of pure chaotic positive/negative energy. Creatures that enter the Outer Planes have a 1 in 1000 chance of not losing their ego boundaries and having their bodies shredded into their component energies. Celestials and fiends are what you get when those energies are made flesh in other planes, and they don't have memories of when they were just their component energies. This could easily be tweaked to fit other settings.

That said, this is a rework of the Undying Light patron from Unearthed Arcana. I thought the abilities got less useful rather than more useful with level, and they were a bit inconsistent as far as theme. They also lacked a powerful offensive archetype capstone like the other patrons.



THE ANGEL
At some point in your life, you were exposed to a rift into the positive spectrum. While you avoided being shredded into your base concepts like most who enter the Outer Planes, a piece of your consciousness was torn away and replaced by something from the Planes: a fragment of the concepts that make up a powerful angelic being. This celestial isn't able to fully manifest through you, but sharing your consciousness allows it to communicate with you, and in exchange for your help in its endeavors it grants you a degree of power over the energy of the positive spectrum.

Expanded Spell List
The Angel lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.



Spell Level
Spells


1st
faerie fire, guiding bolt


2nd
blindness/deafness, darkvision


3rd
daylight, fireball


4th
guardian of faith, wall of fire


5th
destructive wave, flame strike



Celestial Conduit
Starting at 1st level, your link to the Outer Planes fills you with the energy of the positive spectrum. You have resistance to radiant damage, and any time a spell that you cast would normally deal fire damage, you can choose to make it deal radiant damage instead. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don't count against your number of cantrips.

Radiant Touch
Starting at 6th level, you can channel radiant energy through your hands, healing or harming with a touch. As an action, you can touch a creature, healing it for a number of hit points from 1d6 to 5d6 (your choice). Alternatively, you can use an action to make a melee spell attack against a creature, dealing radiant damage from 1d6 to 5d6 (your choice) on a hit.
You have a total pool of 5d6 you can expend. Subtract the dice you use with each touch or attack from that pool. You regain all dice expended from your pool when you finish a long rest.
Your pool increases to 10d6 at 10th level, and again to 15d6 at 14th level.

Celestial Resurgence
Starting at 10th level, your patron is able to come to your rescue in dire moments. When you would make a death saving throw, you can instead return to life with a burst of radiant energy. You immediately stand up (if you choose), and you regain hit points equal to half your hit point maximum (rounded down). All hostile creatures within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes radiant damage equal to your warlock level + your Charisma modifier and is blinded for 1 minute; at the end of each of its turns, a creature can repeat the saving throw to end the condition early. On a successful save, a creature takes half as much damage and is blinded until the end of its next turn.
Once you use this feature, you can't use it again until you finish a long rest.

Soulburn
At 14th level, you gain the ability to channel raw energy from the positive spectrum into your foes, shattering their minds and burning their bodies. As an action, you can touch one creature within 5 feet. The target must make an Intelligence saving throw against your spell save DC, taking 8d8 radiant damage and being paralyzed and blinded until the end of your next turn on a failure, or taking half as much damage and being stunned and blinded until the end of your next turn on a success.
Optional rule: A creature that fails the saving throw by 5 or more suffers from one form of long-term madness (DMG p. 259) for a number of minutes equal to half your warlock level, rounded down.



PEACH as always - all criticism is welcome, but please try to keep it constructive!