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View Full Version : Archdruid and Archmage warlock patrons (PEACH)



Saelethil
2022-02-15, 09:27 PM
I've been siting on thee for a while and Mark Hall's thread about Subclasses as Multiclasses (https://forums.giantitp.com/showthread.php?642445-Subclasses-as-multiclasses) reminded me that I hadn't gotten any input on them so without further ado:

The Archdruid
Your patron is a powerful Archdruid. These beings have transcended personhood into forces of nature and have been given a great level of responsibility for the healing of the natural world after the disaster foreseen by their kin. While their power is immense, there is still only so much that can be done at one time so they have enlisted the help of no only other druids, but also those with eagerness to help and a lack of patience or aptitude to learn the traditional druidic ways, granting them a degree of druidic power as long as they prove willing to serve.

Expanded Spell List
The Archdruid allows you to 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.



Spell Level
Archdruid Spells


1st
Entangle, Goodberry


2nd
Barkskin, Locate Animals or Plants


3rd
Call Lightning, Plant Growth


4th
Dominate Beast, Eye of The Storm*


5th
Commune with Nature, Tree Stride




Eye of The Storm
4th-level Conjuration
Casting Time: 1 Action
Range: Self (15-foot radius)
Components: V, S, M (salt water and a grain of sand)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Druid, Sorcerer

A spiraling gust of wind is summoned, centered on you, making you appear to be electrified with lines of lightning covering your body making your eyes glow and crackle blue, white, and yellow.

Everyone within 15 feet needs to make a Strength saving throw or take 2d6 lightning damage and 2d6 thunder damage and be knocked prone and frightened. On a success they take 1/2 damage.

Every subsequent turn that a person remains in this circle they take another 2d6 lightning damage and 2d6 thunder damage and must re-role their Strength saving throw against being knocked prone and frightened.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 (lightning or thunder, your choice) for each slot level above 4th.

Bonus Cantrips
At 1st level, you learn the druidcraft and guidance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Also, when choosing your warlock cantrips you can choose from the druid list as well as the warlock list.

Knowledge of the Natural
At 1st level you know the Druidic language, you gain proficiency in the Nature skill, and you can attune to magic items requiring druids.
Additionally, whenever you make an Animal Handling, Medicine, Nature, or Survival check, you can roll a d6 and add the number rolled to the ability check.

Beast Forms
At 6th level, to enable your interaction with the defenses of the natural world you have advantage on saving throws against the poisoned condition and you have resistance to poison damage.
Additionally, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature once and regain the ability to do this when you finish a short or long rest.
Your Warlock level determines the beasts you can transform into, as shown in the Beast Shapes table.

Beast Shapes


Level
Max CR
Limitations


6
1/4
No swimming or flying speed


10
1/2
No flying speed


14
1
--



You can stay in a beast shape for a number of hours equal to one quarter your Warlock level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, you follow the Druid’s Beast Shape guidelines.

Resilience of The Wilds
At 10th level, You learn the Thunderwave spell which counts as a warlock spell for you, but doesn’t count against your number of spells known. In addition to knowing it, as a reaction when you take damage while in Beast Form, you can cast Thunderwave as a 1st level spell. You can do this a number of times equal to half your PB. You regain all expended uses of this ability when you finish a short or long rest.

Emissary of The Archdruid
At 14th level you are more practiced with your Beast Form and you gain the ability to do more while you are transformed:
You gain a second use of your Beast Form between rests.
You can now speak while you are transformed.
You can cast cantrips while you are transformed.


The Archmage
Your Patron is a powerful Arcanist who has risen above what is typically possible for a mortal being, becoming godlike in the process. Whoever they are, they have been convinced that you are worthy of possessing some degree of their power for your purposes, their purposes, or the good of the world.

Lesser Spellbook
The Archmage allows you to 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.
Unlike other Warlock spells, spells chosen from the extended list can be traded out for other spells on the extended list when you complete a long rest. For example, if you have Enlarge/Reduce prepared one day but you know that the next day will involve a stealth mission, you may choose to trade it out for Greater Invisibility or if you are leaving a city you may wish to trade out Dominate Person for Chadwell’s Exclusive Cottage.



Spell Level
Archmage Spells


1st
Floating Disk, Magic Missile, Shield


2nd
Detect Thoughts, Enlarge/Reduce, See Invisibility


3rd
Clairvoyance, Haste, Sending


4th
Chadwell’s Exclusive Cottage*,
Greater Invisibility, Private Sanctum


5th
Cone of Cold, Dominate Person, Teleportation Circle



Chadwell’s Exclusive Cottage
4th-Level Conjuration (ritual)
Casting Time: 1 minute
Range: Sight
Components: V, S, M (a piece of hardwood or stone)
Duration: 8 hours
Classes: Bard, Cleric, Druid, Wizard

A circular cottage, 20' in diameter and 15' tall at the peak of the roof, springs into existence in an unoccupied space you can see and remains stationary for the duration.
10 creatures of Medium size or smaller can be inside the cottage with you. A large creature counts as 2 and a small creature counts as 1/2. No creatures beyond this limit are able to cross the threshold. Creatures and objects that you specify may enter and exit the cabin at will. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend into or out of the cabin. The atmosphere inside the cottage is a comfortable temperature and dry, regardless of the weather outside.
The caster decides on the appearance of the cottage when it is cast and may designate the layout (e.g. a wood stove and a sleeping loft) and any non-magical items to appear inside the cottage (e.g. beds, tables, cooking utensils). Any items created by the spell cannot be removed from the building and will disappear out of the hands of anybody who attempts to remove them.
The cottage can have 1 or 2 doors and a number of windows specified when it is cast.

If the cottage remains in the same place for a full year it will become permanent. If spell slots are used in this process rather than ritually casting this spell then it becomes permanent as soon as 200 levels worth of spell slots have been expended, e.g. 40 castings using 5th level slots.

At Higher Levels. When the caster becomes capable of casting 6th level spells the duration of the cottage increases to 24 hours. When the caster becomes capable of casting 9th level spells the duration of the cottage becomes 1 week.

Intellectual Siphon
At 1st level, you learn to draw upon the mind of your patron. Gain proficiency in the Arcana skill and you gain a pool of d4s equal to your level in this class +1, which can be expended to increase Intelligence (Arcana, History, Religion) skill checks and mental (Intelligence, Wisdom, Charisma) saving throws. You can wait until after you roll the d20 before deciding to dip into this pool, but must decide before the DM says whether the roll succeeds or fails. When you tap into this pool you can use a number of these dice equal to half your PB rounded down at a cost. If you use more than 1 die at a time you take psychic damage equal to the total as you are overwhelmed by the sheer breadth of the mind from which you draw.
You regain all expended dice when you complete a long rest.

Arcane Shielding
At 6th level, you can protect yourself from physical harm using only your mind and the arcane energy you draw from your patron. When you are hit by an attack roll 1d4, your AC increases by the number rolled until the start of your next turn. While your AC is increased by this feature you gain resistance to force damage.

Mental Acuity
At 10th level, you are beginning to understand some of the power you have been gifted. You gain advantage on all saving throws against spells.
Furthermore, you learn the spell Counterspell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once at 3rd level without a spell slot, and you regain the ability to do so when you finish a long rest.
When you use this free casting of counterspell, if the spell is higher than 3rd level you can expend up to 2 of the dice from your Intelectual Syphon pool to add to the ability check required to counter the spell. If you choose to do so, you take psychic damage equal to the total of the d4s.
When you reach 17th level in this class you can add up to 3 dice from your Intelectual Syphon pool.

Studied Apprentice
At 14th your time learning from and using your patrons magic has made you some level of expert. Your proficiency bonus is doubled for any Intelligence (Arcana) skill check you make. This understanding of the arcane has granted you an additional 1st level spell slot. You regain this spell slot when you complete a short or long rest.