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View Full Version : D&D 5e/Next Warlock Patron - The Undead Warlord



Ormsbygore
2016-11-23, 02:08 PM
Here's the latest project I've been working on. I have a new player that wanted to play a character that felt like a Summoning focus Necromancer from Diablo 2. As odd as it might seem, I thought that the Warlock was the best class for this play style. This is the first complete draft, so there will most likely need to be some changes. Let me know what you guys think.

Expanded Spell List:
1st - Ray of Sickness, Inflict Wounds
2nd - Haunt, Ray of Enfeeblement
3nd - Animate Dead, Corpse Bomb
4th - Wall of Spirits, Blight
5th - Raise Dead, Bone Prison


Soul Harvest: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary bonus to your spell attack and spell casting DC equal to half your Charisma modifier, rounded down (minimum 1). This bonus lasts for two rounds, and does not stack.


Zone of Desecration: Starting at 6th level, you fill the area around you with negative energy. Every friendly undead creature within 20 feet of you adds your proficiency bonus to their attack, damage, and saving throw rolls. An undead creature created or summoned within this area gains bonus hit points equal to your proficiency bonus per HD.
If the zone of desecration contains an altar, shrine, or other permanent fixture dedicated to your patron, the modifiers given are doubled (double your proficiency bonus to attack, damage, and saving throw rolls, and double proficiency bonus per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is 2 + 4/spell slot above 3rd level; example: up to 2 using a 3rd level slot, 6 using a 4th level slot, or 10 using a 5th level slot).


Inured to Undeath: Starting at 10th level, you have resistance to Necrotic damage, and your hit point maximum can’t be reduced.

XXX Might stick with this or something custom to similar effect XXX


Bone Crafter: Starting at 14th level, your patron teaches you a ritual to create a monstrosity out of bone that is bound to your soul and fights by your side. While the bone golem is above 0 hit points, and you don’t have an active bone ward, whenever you would take damage, you take half of that damage(rounded down), and your bone golem takes the other half of that damage(rounded up) instead. If your bone golem is reduced to 0 hit points, you must make a Wisdom saving throw. On a failed save, you take 4d10 necrotic damage, or half as much damage on a successful save.
You can control your bone golem the same way you would an undead creature you control created by the animate dead spell. You may only control one bone golem at a time. Your bone golem benefits from your Zone of Desecration as if it were an undead creature. Once you’ve used this ability you cannot use it again until you complete a full rest.


XXX Might change the damage absorbtion, so it’s not redundant with the bone ward. Wrote it out as a spell to make it easier. XXX

Create Bone Golem - Necromancy Ritual
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (at least 12 Medium or larger corpses with skeletons, and the bones must be treated with oils and shellac worth 1,000 gp)
Duration: Instantaneous

https://s18.postimg.org/qepneastl/Bone_Golem_Full.png


New Pact Boon:
Pact of the Bone - At 3rd level, your patron bestows a gift upon you for your loyal service. Your patron gives you a Bone Shield. This shield gives you a +2 bonus to AC, and it can be used as your spell casting focus. If you lose your Bone Shield, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous shield. The shield turns to dust when you die.
When you cast a necromancy spell of 1st level or higher, while you are wearing the bone shield, you become surrounded by a magical ward of spectral bones that lasts until you finish a long rest. The bone ward has hit points equal to twice your warlock level + your Charisma modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but it’s magic remains. Whenever you cast a necromancy spell of 1st level or higher, or you kill an enemy within 10 feet, the ward regains 1d6 hit points.
If your Bone Shield is more than 10 feet away from you, your Bone Ward is dispelled.
Once the bone ward has been created, you can’t create another one until you finish a long rest.


New Eldritch Invocation:
Bone Spear - Prerequisite; eldritch blast cantrip, 3rd level. The projectile turns into a spectral bone spear instead of a ray, and the damage type becomes necrotic. The projectiles you fire now pierce through enemies in a straight line before it hits your target. Each creature hit by the spear must make a Constitution saving throw against your spell save DC. On a failed save the creature takes 1d6 necrotic damage.


Reinforced Bones - Prerequisite: Pact of the Bone, 7th level. The bone shield granted by your patron now gives you a +3 bonus to AC. Your bone ward now has hit points equal to twice your warlock level + your Charisma modifier + your proficiency bonus. Whenever you cast a necromancy spell of 1st level or higher, or you kill an enemy within 10 feet, the ward regains 1d6 + your proficiency bonus hit points.


Spirit Rider - Prerequisite: 5th level. You can cast Phantom Steed once using a warlock spell slot. You can’t do this again until you finish a long rest.


Suicide Squad - Prerequisite: 9th level. Whenever an undead creature you control is reduced to 0 hit points, roll a d10. If you roll a 1, you may cast the Corpse Bomb spell as a reaction, targeting the creature that died, without expending a spell slot.


Undead Army - Prerequisite: Pact of the Bone, 12th level. You can cast animate dead without expending a spell slot. You can use this feature a number of times equal to half your proficiency bonus rounded down. You regain all uses of this ability once you finish a long rest.


New Spells:
Bone Prison - 5th-level Necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (something to do with bone)
Duration: Concentration, up to 10 minutes


You create a nonmagical prison of bone around a creature that you can see within range. The target must succeed on a Dexterity saving throw or become restrained for the duration. The prison is an object composed of a 4 inch thick layer of interwoven bones, that can be damaged and thus breached. Each 5 foot section has AC 15 and 90 hit points. Reducing a 5 foot section to 0 hit points destroys it.


Corpse Bomb - 3rd-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a corpse or Medium or smaller undead creature)
Duration: Instantaneous


You may target an undead creature or corpse nearby. Unwilling Medium or smaller undead creatures you target must make a Constitution saving throw against your spell save DC. On a failed save, they die and explode. Each creature within 20-foot-radius sphere centered on the undead creature/corpse must make a Dexterity saving throw. A target takes 3d6 necrotic damage and 3d6 piercing damage on a failed save or half as much damage on a successful one. Corpses and willing undead creatures just explode, no saving throw needed. The explosion of necrotic energy and bits of bone spread around corners.


Haunt - 2nd-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute.

You summon a spirit to haunt a creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d6 Necrotic damage, then must make a Charisma saving throw against your spell save DC. On a failed save, the target is haunted. While haunted, the creature takes 1d4 psychic damage at the end of each of its turns for the duration of the spell or until it drops to 0 hit points.
At the end of each of its turns(after taking damage), the target can make another Wisdom saving throw. On a success, the spirit is released and the target is no longer haunted. If the haunted creature dies before the spell ends, you can have the spirit attack another living creature within range as a bonus action. That creature then makes a Charisma saving throw against your spell save DC. On a failed save, the target takes 1d6 necrotic damage and is haunted.
At higher levels. When you cast this spell using a spell slot of 3rd-level or higher, the necrotic damage increases by 1d6, and the psychic damage increases by 1d4 for each slot above 2nd.


Wall of Spirits - 4th-level Necromancy (Spiritwall remake - pg 203 Spell Compendium)
Casting time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute


An immobile, swirling mass of green-white forms resembling tortured spirits forms a wall nearby. The mass continues to make low groaning sounds. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent and lasts for the duration.
When the wall appears, each living creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d10 necrotic damage, and becomes frightened for 1d4 rounds, or half as much damage on a successful save and does not become frightened.
One side of the wall, selected by you when you cast this spell, emits a low groaning that causes living creatures that end their turn within 15 feet of that side to make a Wisdom saving throw or become frightened for 1d4 rounds. Any living creature that ends its turn within 5 feet of the same side of the wall takes 3d10 necrotic damage. A living creature passing through the wall takes 3d10 necrotic damage, and must make a Constitution saving throw. If the creature fails the saving throw, it’s hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.