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View Full Version : D&D 5e/Next Stone Giant/Dreamwalker Inspired Warlock Pact - Pact of the Dreamwalker



Aodh
2018-10-05, 09:39 AM
Pact of the Dreamwalker

Certain Stone Giants, and those raised from birth in their subterranean cultures, unravel when confronted with having to walk the surface. They slowly drift into a delusion that this world is a dream, their minds fraying and odd phenomena growing around them as they do. Their madness begins to shift and alter the world at their command, but this is a progressive madness. At first a Dreamwalker may not exhibit any signs of this madness, but eventually they will begin to exert more unusual powers. The truth is that this madness is not wholly a natural response to a Stone Giant’s straying, but is instead a fusion of that and the influence of a much deeper entity, though what it is exactly is difficult to say. Something reaches into the mind of a Dreamwalker from beyond some stygian veil and blurs it’s reality, granting it power while also exerting a subtle influence.

Expanded Spell List:
The following spells are added to the warlock spell list.
1st: Sleep, Shield
2nd: Spike Growth, Spiritual Weapon
3rd: Meld Into Stone, Slow
4th: Stoneskin, Fabricate
5th: Seeming, Wall of Stone

Dreamwalker’s Charm:
Starting at 1st level, as an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed by you until the end of your next turn. You also gain the Shillelagh cantrip.
Once you use this feature, you can't use it again until you finish a short or long rest.

Of the Stone:
At 6th level, as a reaction, you may give yourself resistance to bludgeoning, piercing and slashing damage from non-magical attacks. You also roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. Any residual damage left over is added to your temporary HP.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Impenetrable Fugue:
At 10th level you gain immunity to charm effects, as well as advantage on all fear and sleep effect saves. You also generally no longer need to sleep.

Return to the Stone:
At 14th level, you gain the ability to cast a petrifying spell towards a foe as an action. The targeted creature must make a dexterity saving throw against your warlock spellcasting modifier. On a failed save the creature is petrified for the turn and must repeat the save on it’s next two turns to attempt to escape. If these both fail they are permanently petrified, and on a success they resist the petrification completely. This spell has a range of 30 ft, and the ability is regained on a short rest.

Man_Over_Game
2018-10-05, 11:54 AM
This is actually very well done! It's very in-line with how other Warlock archetypes are presented. That last ability is very strong. Two failed saving throws and you immediately die regardless of health, damage, or other effects. There's also no listed limit on how often you can do this.

I'd also up the level 1 ability, as even with the additional 5 foot range compared to the Archfey feature, the Archfey has the option of either Fear OR Charmed, which is good since they won't be used as often as, say, one-way telepathy.

A simple improvement could easily be something like an extra cantrip (like how the Undying does it), or by tacking on an extra possible condition (maybe creatures who fail by a certain threshold are deafened or blind to perceiving other creatures). Charmed, by itself, just protects the caster and doesn't provide much else for the rest of the team. Unless this is supposed to be a melee caster and this ability is supposed to deflect attacks onto your allies, I'd recommend adding another clause so your allies aren't getting shafted.

Vogie
2018-10-05, 12:16 PM
Return to the Stone:
At 14th level, you gain the ability to cast a petrifying spell towards a foe. The targeted creature must make a dexterity saving throw against your warlock spellcasting modifier. On a failed save the creature is petrified for the turn and must repeat the save on it’s next turn to attempt to escape. If this fails they are permanently petrified, and on a success they resist the petrification completely.

This looks a crazy-OP currently, as you'd just use it on everyone, forever.

It needs a:

Range (if it is touch, indicate if chainlocks can use it through their familiar)
Speed (action, bonus action, reaction, et cetera)
Concentration indicator, if applicable (the spell Flesh to Stone does)
Longer ability for the target to wiggle out of it.
Cooldown/Refresh rate (could be long rest, a la Fiend, or the target is petrified until you the feature it again, a la GOO)



Right now, you'd just pair it up with the Bane or Bestow Curse invocations, and spam this feature until the target fails.

Aodh
2018-10-06, 12:27 AM
This looks a crazy-OP currently, as you'd just use it on everyone, forever.

Thank you! I've made a slight adjustment.