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View Full Version : D&D 5e/Next Outsider Patron- Warlock Patron (Dishonored inspired)



Ranckorr
2020-09-01, 11:41 AM
Outsider Spells
1st: Jump, Disguise Self
2nd: Silence, Detect Thoughts
3rd: Haste, Slow
4th: Dominate Beast, Faithful Hound
5th: Arcane Hand, Dominate Person

Otherworldly Movement
At 1st level, you gain the ability to move faster and teleport. You gain increased movement speed equal to (5 X your warlock spell level).
Additionally, you may use the spell, Misty Step an amount of times equal to your charisma modifier, per short rest and without expending a spell slot.
At 10th level, your cast range for Misty Step is doubled.

Dark Attunement
At 1st level, you can become invisible in dim light or darkness. When you attempt to attack someone, you become visible again. You cannot become invisible again until the start of your next turn.

Form of Shadows
At 6th level, you and your shadow can switch places. Your real body cannot be targeted by spells and cannot be damaged, your shadow moves unhindered by difficult terrain and can move through spaces that your shadow can see through. If bright light is shown upon your shadow, you receive radiant damage equal to your warlock level X 2 and this feature ends and cannot be used until your next long rest.

Curse of the Outsider
At 10th level, You may bless your next attack to hit true and incur a curse to the target. As an action, you can make your next attack roll have advantage. If that attack hits a creature, it is cursed by the power of your patron. Until the end of their next long rest, or if they have the spell Greater Restoration is cast on them, when that creature dies, you gain a spell slot back. To get a spell slot back in this way, the targeted creature must be at least half your total player level in challenge rating. This feature can only be used once per long rest.

Temporal Warp
At 14th level, using the power of the void, you may manipulate the relative time of you and one other creature. Once per long rest and as an action, you can pick a target and force them to make a Wisdom saving throw DC(8+charisma modifier+proficiency bonus). If they fail the save, you may use three turns worth of attack actions strike your target. You may not attack any other target with this feature during this instant flurry of strikes. If the targeted creature didn’t notice your presence beforehand, the target has disadvantage on the saving throw.