Falcon X
2022-03-06, 11:51 PM
The is the first draft of my Pacto o' Brando. Please give advice and criticism.
Despite it's wordiness and abundance of flavor abilities, I did make an effort towards balance. It's main damage boost is Essence of Wit. At worst, it allows for a 1-3d6 extra damage in a round (Concentration required before Major Image can be permanencied). Optimized for it, it never scales past a Rogue's sneak attack, and it would be difficult to maintain and hold enough illusions to stay at that power level.
https://i.ibb.co/mDkxj2n/erase4.png
Otherworldly Patron
The Sanderson
It is said that Brandon Sanderson once existed as a great epicist and taught the greatest epicists for an age. So great was his teaching that no deity would accept his spirit into death, and thus it was cast into the unknown space between spaces where it lives on as a vestige, calling to the universe from beyond the void. No longer able to teach his ways formally, he instead imparts ability directly, and with power, to all those who pact with him.
As master of a hundred magics and a thousand natures of being, while some vestiges scratch angrily at their confines, Sanderson has come to understand in full what he has become. There is no secret of what new system of being he falls under, and how to exploit this system he is a part of to his fullest advantage. His compactees likewise seek to understand the nature of the universe, and in turn theorize their own.
Expanded Spell List
The Sanderson lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.
Sandersonian Expanded Spells
| Spell Level | Spells |
|:----:|:-------------|
| 1st | goodberry, silent image |
| 2nd | alter self, calm emotions |
| 3rd | sending, wall of sand |
| 4th | fabricate, faithful hound |
| 5th | animate objects, legend lore |
Epic Tale
Starting at 1st level, you gain proficiency in Novel Writing Tools. Further, you can inscribe a tale so evocative and so moving that it conveys persuasive and exciting power with it's mere words. The creature who looks upon the tale instantly absorbs, understands, and is moved by the tale as if they had spent hours pondering it. To create an epic tale requires the warlock to spend an hour in dedicated work.
Upon writing, you may weave in one of two effects. The first identical to the spell Charm Person. However, the target does not know they were charmed once the spell is over. The second effect is that of inspiration. When the reader views the Epic Tale, they gain an Epic Tale die, and can roll it to add the result to an ability check, attack roll, or saving throw. The inspiration die is lost if not used after 10 minutes. The creature can wait until after it rolls the d20 before deciding to use the Epic Tale die, but must decide before the DM says whether the roll succeeds or fails. Once the Epic Tale die is rolled, it is lost. A creature can have only one Epic Tale die at a time. Your Epic Tale die changes when you reach certain levels in this class. The die starts as a d6, but becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
An Epic Tale, in written form, retains it's magical potency for 1 day per point of your Charisma modifier (minimum of 1 day). You may write a single Epic Tale per day.
The Swift Handerson of Sanderson
Starting at 1st level, you can stretch time, not giving more hours in the day, but stretching each moment out to it's maximum capacity. As a bonus action, where you have a writing implement in hand and it is moving, you gain the benefits of a full round's worth of thoughts in a mere second, as well as making small movements with equal speed. Thus, what would have once taken an hour to write now takes ten minutes. Additionally, you have advantage on intelligence saving throws, as you have plenty of time to process the information.
Essence of Wit
Starting at 6th level, your ability to speak the right word and turn the right phrase becomes such that the forces of the universe bend to it's power. You are able to infuse some of your illusions with the power of belief, making them practically real. You may make Essence of Wit come into effect while casting the minor illusion cantrip, as well as the silent image or major image spells.
The image produced looks identical to how it would normally, except that, following a mental command by the caster, it may move and act on the caster's turn by using it's action to make a single attack using the caster's ranged spell attack. It may also lift and carry objects at any point that the spell is active. For a medium or smaller illusion, the image may lift 10 pounds and deal 1d6 psychic damage per attack. If the illusion is Large or Huge, it may lift 40 pounds and deal 2d6 psychic damage per attack. If the illusion is Gargantuan, it may lift 80 pounds and deal 3d6 psychic damage per attack.
Observers make saving throws with disadvantage due to the added believability of the image. In the case of a major image, if an observer is able to discern the image for what it is, their disbelief stops any future damage from being done by that illusion.
Only two illusions may be affected by Essence of Wit at a time. At Level 18, this limit increases to three illusions at one time.
The Right Word
At 6th level, if you listen to a creature use a language or dialect for at least 1 minute, you may roll a Charisma (Insight) check. The DC is 12 for a native to your plane, 17 for an outsider, and 22 for an aberration or being beyond normal comprehension. If you succeed, for the next 24 hours, you are able to read and write in a way that conveys precise and nuanced meaning in the language or dialect of the creature observed.
Expanded Spell List
By 10th level, you have become so adept at understanding other magic systems that you are able to integrate some of them into your own. Choose three spells, one each from three spell lists of a class other than warlock, and add them to the warlock spell list for you. A spell you choose must be of a level you can cast, as shown on the warlock table, or a cantrip.
Magic Expertise
At 10th level, you gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
At 14th level, you gain the ability to summon warriors of legend to your aid. As an action, you can summon 1d4+1 Berserkers that appear within 60 feet of you. They disappear after 1 hour or when they drop to 0 hit points. The berserkers are considered constructs residing on the ethereal plane. They have resistance to all attacks that are not stated to effect ethereal creatures, and no damage from non-magical weapons. Their weapons are considered magical and effect ethereal and material creatures as normal. To the warlock and their allies, these exalted dead appear like a noble troop of spectral warriors. Their enemies, however, behold the terrible wrath of the ancient heroes of their own legends, and must succeed at a wisdom saving throw or be frightened for 1 round per summoned berserker. This action cannot be taken again until 7 days have passed.
Despite it's wordiness and abundance of flavor abilities, I did make an effort towards balance. It's main damage boost is Essence of Wit. At worst, it allows for a 1-3d6 extra damage in a round (Concentration required before Major Image can be permanencied). Optimized for it, it never scales past a Rogue's sneak attack, and it would be difficult to maintain and hold enough illusions to stay at that power level.
https://i.ibb.co/mDkxj2n/erase4.png
Otherworldly Patron
The Sanderson
It is said that Brandon Sanderson once existed as a great epicist and taught the greatest epicists for an age. So great was his teaching that no deity would accept his spirit into death, and thus it was cast into the unknown space between spaces where it lives on as a vestige, calling to the universe from beyond the void. No longer able to teach his ways formally, he instead imparts ability directly, and with power, to all those who pact with him.
As master of a hundred magics and a thousand natures of being, while some vestiges scratch angrily at their confines, Sanderson has come to understand in full what he has become. There is no secret of what new system of being he falls under, and how to exploit this system he is a part of to his fullest advantage. His compactees likewise seek to understand the nature of the universe, and in turn theorize their own.
Expanded Spell List
The Sanderson lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.
Sandersonian Expanded Spells
| Spell Level | Spells |
|:----:|:-------------|
| 1st | goodberry, silent image |
| 2nd | alter self, calm emotions |
| 3rd | sending, wall of sand |
| 4th | fabricate, faithful hound |
| 5th | animate objects, legend lore |
Epic Tale
Starting at 1st level, you gain proficiency in Novel Writing Tools. Further, you can inscribe a tale so evocative and so moving that it conveys persuasive and exciting power with it's mere words. The creature who looks upon the tale instantly absorbs, understands, and is moved by the tale as if they had spent hours pondering it. To create an epic tale requires the warlock to spend an hour in dedicated work.
Upon writing, you may weave in one of two effects. The first identical to the spell Charm Person. However, the target does not know they were charmed once the spell is over. The second effect is that of inspiration. When the reader views the Epic Tale, they gain an Epic Tale die, and can roll it to add the result to an ability check, attack roll, or saving throw. The inspiration die is lost if not used after 10 minutes. The creature can wait until after it rolls the d20 before deciding to use the Epic Tale die, but must decide before the DM says whether the roll succeeds or fails. Once the Epic Tale die is rolled, it is lost. A creature can have only one Epic Tale die at a time. Your Epic Tale die changes when you reach certain levels in this class. The die starts as a d6, but becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
An Epic Tale, in written form, retains it's magical potency for 1 day per point of your Charisma modifier (minimum of 1 day). You may write a single Epic Tale per day.
The Swift Handerson of Sanderson
Starting at 1st level, you can stretch time, not giving more hours in the day, but stretching each moment out to it's maximum capacity. As a bonus action, where you have a writing implement in hand and it is moving, you gain the benefits of a full round's worth of thoughts in a mere second, as well as making small movements with equal speed. Thus, what would have once taken an hour to write now takes ten minutes. Additionally, you have advantage on intelligence saving throws, as you have plenty of time to process the information.
Essence of Wit
Starting at 6th level, your ability to speak the right word and turn the right phrase becomes such that the forces of the universe bend to it's power. You are able to infuse some of your illusions with the power of belief, making them practically real. You may make Essence of Wit come into effect while casting the minor illusion cantrip, as well as the silent image or major image spells.
The image produced looks identical to how it would normally, except that, following a mental command by the caster, it may move and act on the caster's turn by using it's action to make a single attack using the caster's ranged spell attack. It may also lift and carry objects at any point that the spell is active. For a medium or smaller illusion, the image may lift 10 pounds and deal 1d6 psychic damage per attack. If the illusion is Large or Huge, it may lift 40 pounds and deal 2d6 psychic damage per attack. If the illusion is Gargantuan, it may lift 80 pounds and deal 3d6 psychic damage per attack.
Observers make saving throws with disadvantage due to the added believability of the image. In the case of a major image, if an observer is able to discern the image for what it is, their disbelief stops any future damage from being done by that illusion.
Only two illusions may be affected by Essence of Wit at a time. At Level 18, this limit increases to three illusions at one time.
The Right Word
At 6th level, if you listen to a creature use a language or dialect for at least 1 minute, you may roll a Charisma (Insight) check. The DC is 12 for a native to your plane, 17 for an outsider, and 22 for an aberration or being beyond normal comprehension. If you succeed, for the next 24 hours, you are able to read and write in a way that conveys precise and nuanced meaning in the language or dialect of the creature observed.
Expanded Spell List
By 10th level, you have become so adept at understanding other magic systems that you are able to integrate some of them into your own. Choose three spells, one each from three spell lists of a class other than warlock, and add them to the warlock spell list for you. A spell you choose must be of a level you can cast, as shown on the warlock table, or a cantrip.
Magic Expertise
At 10th level, you gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
At 14th level, you gain the ability to summon warriors of legend to your aid. As an action, you can summon 1d4+1 Berserkers that appear within 60 feet of you. They disappear after 1 hour or when they drop to 0 hit points. The berserkers are considered constructs residing on the ethereal plane. They have resistance to all attacks that are not stated to effect ethereal creatures, and no damage from non-magical weapons. Their weapons are considered magical and effect ethereal and material creatures as normal. To the warlock and their allies, these exalted dead appear like a noble troop of spectral warriors. Their enemies, however, behold the terrible wrath of the ancient heroes of their own legends, and must succeed at a wisdom saving throw or be frightened for 1 round per summoned berserker. This action cannot be taken again until 7 days have passed.