Lycan999
2021-08-24, 04:45 PM
I have recently started creating a new warlock subclass for each of the archdukes of hell, and Levistus was the first one I completed so I thought I would share in order to get some feedback. Here it is.
Otherworldly Patron - Levistus, Lord of the Fifth
Expanded Spell List
1st: Disguise Self, Ice Knife
2nd: Misty Step, Suggestion
3rd: Haste, Sleet Storm
4th: Freedom of Movement, Ice Storm
5th: Cone of Cold, Modify Memory
Silver Tongue
At 1st level when you choose this subclass you gain proficiency in the Deception and Persuasion skills. Furthermore, you are immune to all forms of magic that attempt to determine whether or not you are lying, unless you are aware of the effect and allow it to register as lying you will always register as telling the truth. Finally, you can speak, read, and write Infernal.
Daring Evasion
Your wit and charm often get you in to trouble, but luckily they also often help get you out of trouble. Starting at 1st level when you are targeted by a ranged attack or an opportunity attack by an opponent that you can see you may choose to temporarily add your Charisma modifier to your AC before the success of the attack is determined. This ability only works if you are wearing Light Armor or no armor. You may use this ability a number of times equal to 1 + your Charisma modifier (minimum 1). You regain all uses of this ability after completing a Short or Long Rest.
Tomb of Levistus
At 6th level you gain the Tomb of Levistus invocation. If you already have Tomb of Levistus you may choose a different invocation. Furthermore, you may now trigger the invocation with either a Reaction or a Bonus Action. When the invocation ends and the ice melts it does so in a blast of frigid air and each creature within 10 ft. of you must make a Constitution saving throw (DC 8 + Charisma modifier + Proficiency bonus). On a failed save they take 2d10 + your Charisma modifier Cold damage, or half as much on a successful save, and have their movement speed reduced to zero until the start of your next turn. Also, the ice of your tomb has Immunity to Cold damage.
Spell Parry
At 10th level when you are targeted by a spell or spell-like ability by a creature that you can see and you are wielding a weapon with you are proficient with you attempt to redirect the effect. After successfully making your saving throw you may use your Reaction to make a weapon attack against the save DC of the spell. Upon a success you completely negate the spell and force the original creature to save against the spell as if they had cast in on them self.
Touch of the Lethe
The chthonic rivers that run through Stygia have the ability to destroy the mind of a mortal creature and leave them a husk of their former selves, and you have gained the ability to channel a small portion of this power. Beginning at 14th level you may infuse a touch or melee attack with dark power, forcing a creature to make a Charisma saving throw (DC 8 + Charisma modifier + Proficiency modifier). On a failed save they are overcome with amnesia, forgetting who they are and their history. They still have all of their skills and abilities and suffer no mechanical consequences, but they forget all prior relationships and become neutral to all creatures and characters and if they were hostile they cease being hostile. They will still defend themselves if acted upon and their fundamental personality and alignment do not change. This affect is permeant, but every day they are entitled to a new saving throw to end the effect. They make the saving throw with Advantage if they are in the presence of a person, place, or object that was previously very important to them. You regain the use of this ability after completing a Short or Long Rest.
Otherworldly Patron - Levistus, Lord of the Fifth
Expanded Spell List
1st: Disguise Self, Ice Knife
2nd: Misty Step, Suggestion
3rd: Haste, Sleet Storm
4th: Freedom of Movement, Ice Storm
5th: Cone of Cold, Modify Memory
Silver Tongue
At 1st level when you choose this subclass you gain proficiency in the Deception and Persuasion skills. Furthermore, you are immune to all forms of magic that attempt to determine whether or not you are lying, unless you are aware of the effect and allow it to register as lying you will always register as telling the truth. Finally, you can speak, read, and write Infernal.
Daring Evasion
Your wit and charm often get you in to trouble, but luckily they also often help get you out of trouble. Starting at 1st level when you are targeted by a ranged attack or an opportunity attack by an opponent that you can see you may choose to temporarily add your Charisma modifier to your AC before the success of the attack is determined. This ability only works if you are wearing Light Armor or no armor. You may use this ability a number of times equal to 1 + your Charisma modifier (minimum 1). You regain all uses of this ability after completing a Short or Long Rest.
Tomb of Levistus
At 6th level you gain the Tomb of Levistus invocation. If you already have Tomb of Levistus you may choose a different invocation. Furthermore, you may now trigger the invocation with either a Reaction or a Bonus Action. When the invocation ends and the ice melts it does so in a blast of frigid air and each creature within 10 ft. of you must make a Constitution saving throw (DC 8 + Charisma modifier + Proficiency bonus). On a failed save they take 2d10 + your Charisma modifier Cold damage, or half as much on a successful save, and have their movement speed reduced to zero until the start of your next turn. Also, the ice of your tomb has Immunity to Cold damage.
Spell Parry
At 10th level when you are targeted by a spell or spell-like ability by a creature that you can see and you are wielding a weapon with you are proficient with you attempt to redirect the effect. After successfully making your saving throw you may use your Reaction to make a weapon attack against the save DC of the spell. Upon a success you completely negate the spell and force the original creature to save against the spell as if they had cast in on them self.
Touch of the Lethe
The chthonic rivers that run through Stygia have the ability to destroy the mind of a mortal creature and leave them a husk of their former selves, and you have gained the ability to channel a small portion of this power. Beginning at 14th level you may infuse a touch or melee attack with dark power, forcing a creature to make a Charisma saving throw (DC 8 + Charisma modifier + Proficiency modifier). On a failed save they are overcome with amnesia, forgetting who they are and their history. They still have all of their skills and abilities and suffer no mechanical consequences, but they forget all prior relationships and become neutral to all creatures and characters and if they were hostile they cease being hostile. They will still defend themselves if acted upon and their fundamental personality and alignment do not change. This affect is permeant, but every day they are entitled to a new saving throw to end the effect. They make the saving throw with Advantage if they are in the presence of a person, place, or object that was previously very important to them. You regain the use of this ability after completing a Short or Long Rest.