Iampower
2020-01-09, 06:30 PM
I made a thing and was hoping for some feedback. I was mostly inspired by The Bowler character from Mystery Men (1999) and a scene in cardcaptor sakura where their mother showed up watching over the siblings. I actually found a few similar ones but the theme wasn't quite right. I also figured GOO could easily be reflavored for the theme of this but...eh.
The Spiritual Protector
In the inn room by candle light, a young human man is reading his fathers old journal and not for the first time he wonders why an otherwise mundane narration of old adventures can grant him magic powers that he was certain his father never had. Deep in a pure dark cave, a half-elf swordsman hears his swordmasters' old warnings about leaving his back open as he just barely avoids a slash from a demon even as he slashes another from the endless horde. A young tiefling woman is suddenly awaken by a small slap by a tiny, likely quite confused or perhaps simply insane, pixie who claims to be her recently desceased and undoubtedly human mother.
Some warlocks claim to be granted power by otherworldly beings of unimaginable power. But occasionally, one mortal's love for another, or even simply their own greed, can give them enough strength of will to not just remain in the mortal plane, but bind with their loved one. Perhaps they made a dying declaration to protect their child and have since been warding off bad luck. Perhaps they were a powerful wizard who wishes to extend their life through a means more esoteric than even lichdom. Or maybe they were an old master who have not taught their apprentice everything they need before their passing. Whatever the story, your power comes from a powerful, if otherwise mortal, being that had once been close to you. Their desires and emotions manifesting as powers with which to protect yourself with.
Expanded Spell List
The Spiritual Protector 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.
1st Level:
dissonant whispers, shield of faith
2nd Level:
enhance ability, phantasmal force
3rd Level:
bestow curse, speak with dead
4th Level:
confusion, aura of purity
5th Level:
animate objects, dominate person
Synchronized Minds
Your patron provides you, directly or indirectly, with some of the knowledge it had in life. At 1st level, you gain proficiency in two skills of your choice.
Spiritual Intervention
At 1st level, your patron can guide you in protecting yourself and aid you in slaying your foes. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Enduring Bond
Your pact boon, whether it is created from your patron's essense or an item that had been theirs in life, is the physical manifestation of your bond. Starting at 6th level, this bond becomes stronger manifesting in powers to your boon.
• Pact of the Blade - Guidance
When you use your action to cast a cantrip, you can make one weapon attack with your pact weapon as a bonus action.
• Pact of the Chain - Understanding
You add half of your proficiency bonus, rounded up, to your Pact of the Chain familiar's proficiency bonus.
• Pact of the Tome - Power
When you have your book of shadows on your person, you have a third warlock spell slot. This spell slot can only be used to cast warlock spells or spells that you gain through your invocations. When you use this spell slot to cast a spell that requires concentration, you lose concentration immediately if your book of shadows is taken from you.
Guardian's Intervention
Beginning at level 10, you gain the ability to draw more power from your bond with your patron to better protect yourself from harm. When you make a saving throw you are not proficient with, you can use your reaction to spend a warlock spell slot and gain proficiency to the ability saving throw for a number of your turns equal to your charisma modifier. You lose this benefit at the start of your turn after the final round of the duration.
Once you use this feature, you can’t use it again until you finish a long rest. At level 14, you can use this feature twice between long rests.
Avatar
At level 14, your patron gains the ability to briefly manifest physically into the world. As an action, you can summon a revenant, your patron, in an unoccupied space within 5 ft of you. It has its own initiative but is controlled by you. You maintain concentration on the revenant for up to 1 min. as if concentrating on a spell.
It cannot move more that 150 ft away from you and is forcibly pulled closer if you move further than 150 ft. It does not have Rejuvinasion or Veangeful Tracker. Its Fist action is replaced by a Greatsword action that has the same details but does slashing damage. It has the Ray action as described below.
Ray. Ranged Spell Attack: +7 to hit, reach 60 ft. one target. Hit: 11 (2d6+4) necrotic damage. If the target is a creature against which the revenant has sworn vengeance, the revenant deals an extra 7 (2d6) necrotic damage.
If you fall to 0 hit points but not killed outright while the revenant is summoned, the revenant disappears as you loose conciousness and you regain hit points equal to half of the revenant's remaining hit points rounded up, regaining your conciousness.
Once you summon the revenant, you can’t summon it again until you finish a long rest.
The Spiritual Protector
In the inn room by candle light, a young human man is reading his fathers old journal and not for the first time he wonders why an otherwise mundane narration of old adventures can grant him magic powers that he was certain his father never had. Deep in a pure dark cave, a half-elf swordsman hears his swordmasters' old warnings about leaving his back open as he just barely avoids a slash from a demon even as he slashes another from the endless horde. A young tiefling woman is suddenly awaken by a small slap by a tiny, likely quite confused or perhaps simply insane, pixie who claims to be her recently desceased and undoubtedly human mother.
Some warlocks claim to be granted power by otherworldly beings of unimaginable power. But occasionally, one mortal's love for another, or even simply their own greed, can give them enough strength of will to not just remain in the mortal plane, but bind with their loved one. Perhaps they made a dying declaration to protect their child and have since been warding off bad luck. Perhaps they were a powerful wizard who wishes to extend their life through a means more esoteric than even lichdom. Or maybe they were an old master who have not taught their apprentice everything they need before their passing. Whatever the story, your power comes from a powerful, if otherwise mortal, being that had once been close to you. Their desires and emotions manifesting as powers with which to protect yourself with.
Expanded Spell List
The Spiritual Protector 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.
1st Level:
dissonant whispers, shield of faith
2nd Level:
enhance ability, phantasmal force
3rd Level:
bestow curse, speak with dead
4th Level:
confusion, aura of purity
5th Level:
animate objects, dominate person
Synchronized Minds
Your patron provides you, directly or indirectly, with some of the knowledge it had in life. At 1st level, you gain proficiency in two skills of your choice.
Spiritual Intervention
At 1st level, your patron can guide you in protecting yourself and aid you in slaying your foes. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Enduring Bond
Your pact boon, whether it is created from your patron's essense or an item that had been theirs in life, is the physical manifestation of your bond. Starting at 6th level, this bond becomes stronger manifesting in powers to your boon.
• Pact of the Blade - Guidance
When you use your action to cast a cantrip, you can make one weapon attack with your pact weapon as a bonus action.
• Pact of the Chain - Understanding
You add half of your proficiency bonus, rounded up, to your Pact of the Chain familiar's proficiency bonus.
• Pact of the Tome - Power
When you have your book of shadows on your person, you have a third warlock spell slot. This spell slot can only be used to cast warlock spells or spells that you gain through your invocations. When you use this spell slot to cast a spell that requires concentration, you lose concentration immediately if your book of shadows is taken from you.
Guardian's Intervention
Beginning at level 10, you gain the ability to draw more power from your bond with your patron to better protect yourself from harm. When you make a saving throw you are not proficient with, you can use your reaction to spend a warlock spell slot and gain proficiency to the ability saving throw for a number of your turns equal to your charisma modifier. You lose this benefit at the start of your turn after the final round of the duration.
Once you use this feature, you can’t use it again until you finish a long rest. At level 14, you can use this feature twice between long rests.
Avatar
At level 14, your patron gains the ability to briefly manifest physically into the world. As an action, you can summon a revenant, your patron, in an unoccupied space within 5 ft of you. It has its own initiative but is controlled by you. You maintain concentration on the revenant for up to 1 min. as if concentrating on a spell.
It cannot move more that 150 ft away from you and is forcibly pulled closer if you move further than 150 ft. It does not have Rejuvinasion or Veangeful Tracker. Its Fist action is replaced by a Greatsword action that has the same details but does slashing damage. It has the Ray action as described below.
Ray. Ranged Spell Attack: +7 to hit, reach 60 ft. one target. Hit: 11 (2d6+4) necrotic damage. If the target is a creature against which the revenant has sworn vengeance, the revenant deals an extra 7 (2d6) necrotic damage.
If you fall to 0 hit points but not killed outright while the revenant is summoned, the revenant disappears as you loose conciousness and you regain hit points equal to half of the revenant's remaining hit points rounded up, regaining your conciousness.
Once you summon the revenant, you can’t summon it again until you finish a long rest.