PDA

View Full Version : D&D 5e/Next Squeak, Squeak, Squeak, Squeaken (5e Warlock Patron)



Bhu
2023-06-04, 05:21 PM
rough draft as usual

THE IRON SQUIRREL OVERLORDS (Warlock Patron)
Once upon a time there was a Gawd. A kind, gentle, loving Gawd who adored playing with the squirrels. When his time came, as it does to all things, he gifted the local squirrel population with his power. Needless to say the loss of their friend, compounded by sudden sapient awareness and devastating mystic power was disorienting. For a while they went mad, and became obsessed with controlling the nut harvesting territories, but eventually someone asked an Archfey (a someone who must have been pretty desperate) to intervene and talk the squirrels down. Bemused, the Archfey actually gave it a shot, and asked the squirrels what they really wanted. Their replies, in no particular order, were food, safety, shelter, protecting the little things of the world, and the establishment of a Shrine in memory of their friend. They also had a fairly hard opinion of both ignorance and stupidity, feeling it needed to be stamped out. By force if necessary.

The Archfey found this so amusing they had to bite their tongue. They told the squirrels if they wanted to influence the world, they should sponsor some Warlocks and maybe make peace with the Humanoids they suddenly found themselves in charge of. Much to the Archfey's surprise the squirrels decided to give it a shot. Even more surprisingly they were fairly benevolent dictators. Of course now travelers occasionally get asked by a squirrel if they'd like to be a pet (they're understanding of how the Patronage thingie works is still iffy). And they're serious. Many is the murderhobo stunned by the sight of a squirrel booping the nose of an Orc mercenary.


EXPANDED SPELL LIST
At 1st Level 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.

Spell Level Spells
1st: Command, Mindlink*
2nd: Detect Thoughts, Tasha's Mind Whip
3rd: Clairvoyance, Mental Barrier*
4th: Psionic Blast*, Telekinetic Maneuver*
5th: Cranial Deluge^, Dominate Person

SQUEAK, SQUEAK, SQUEAK, SQUEAKEN
At 1st Level, you are in constant contact with the squirrel swarm, and their chittering echoes through your mind. Any spell or ability used upon you that opens a link to your mind (Detect Thoughts, Telepathy) does 1d8 Psychic damage to whoever is trying to make metal contact with you as the chittering echoes through their mind as well. It takes this damage each round on it's turn until it turns the spell/ability off. Or hits 0 hit points if it's insane enough to persist in maintaining contact round after round. You can shut off or resume this ability once per round without an action at any time. Additionally, when you cast Detect Thoughts (or use Mindlink upcast to be used on an unwilling creature), and have this ability on, the target takes 1d8 Psychic damage each round on your turn as long as you maintain the spell. If you upcast the Mindlink spell to use in conjunction with this spell, the duration changes to Concentration, up to 10 Minutes

SPEAK TO ME YOUR WISDOM LORD!
At 1st Level, while you have the above ability in effect, you can ask your Patron one question per long rest. Using this ability requires 1 Minute, and you must ask a question that can be answered with a short phrase. The Iron Squirrel Overlords aren't Omniscient, so they may simply say "No idea Binky, try again tomorrow."

NIMBLE
At 1st Level, you gain a Climb speed equal to your land speed.

THE SQUIRREL FROM NOWHERE
At 6th Level you are aided by the Squirrels, who will suddenly yeet themselves at your opponents face or unmentionables. Or perhaps they telekinetically kidney punch him. Once per round, when you successfully do Psychic damage to a target, you may also opt to give it one of the following conditions if it fails a Wisdom Saving THrow (Save DC is your Spell Save DC): knock it Prone, shove it 10 feet in any direction, or you can make it Blinded, Frightened or Restrained until the end of your next turn. You may do this a number of times equal to your Proficiency Bonus per long rest. If you can potentially damage more than one creature per turn, you decide which one takes the condition if it fails a Save.

PSYCHIC RESISTANCE
At 10th Level, whenever you or any friendly creature within 10 feet of you are targeted with an attack, spell or effect that causes the Charmed, Frightened or Stunned Conditions, or that does psychic damage, you can add +1d10 to the Saving Throw roll.

PSIONIC BOMB
At 14th Level, you can unleash a powerful psychic detonation. Every creature of your choice within 60 feet of you takes 2d6 plus your Charisma modifier Psychic damage, and they are Stunned until the end of your next turn if they fail a Wisdom Save. You may do this once per long rest.




Mindlink
1st Level Divination
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 10 Minutes
You forge a telepathic link among yourself and one willing creature of your choice within range, psychically linking both of you for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, you and the target can communicate telepathically through the bond whether or not you have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may choose one of the following: you can link to one additional willing creature within range, or you can link to an unwilling creature (who gains a Wisdom Save to aovid this).


Mental Barrier
3rd Level Abjuration
Casting Time: 1 Reaction, which you take when you are targeted by an attack, spell or action that can do psychic damage
Range: Self
Components: V
Duration: 1 round
An invisible barrier of psychic power appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the triggering attack, spell or action.


Psionic Blast
3rd Level Evocation
Casting Time: 1 Action
Range: Self (30 foot cone)
Components: V
Duration: Instantaneous
You unleash psychic power in a 30 foot cone. All creatures within the area must make an Intelligence Save or take 3d8 Psychic damage and be unable to use Reactions or Bonus Actions for 1 Minute. If it makes the Save, it takes half damage and can use Reactions normally. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, your targets are Incapacitated if they fail their Save. If cast using a 7th Level spell slot, creatures who fail their Saving Throw are Stunned. If cast as a 9th Level spell, the range becomes a 60 foot cone.


Telekinetic Maneuver
4th Level Transmutation
Casting Time: 1 Action
Range: 120 ft.
Components: S
Duration: Concentration, up to 1 Minute
As an *Action, once per turn you can target a creature within range with a telekinetic attack that does 3d6 Bludgeoning damage, and has one of the following effects:

Disarm: When you hit a creature with your attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw (Save DC is your spell save DC). On a failed save, it drops the object you choose. The object lands at its feet.

Push: When you hit a creature with your attack, you can attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw (Save DC is your spell save DC). On a failed save, you push the target up to 15 feet away from you.

Trip: When you hit a creature with your attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw (Save DC is your spell save DC). On a failed save, you knock the target prone.

Grapple: Immediately after you hit a creature with your attack on your turn, you can try to Restrain a Large or smaller target. They must make a Strength Saving Throw or be Restrained until they succeed in another Strength Saving Throw or the spell ends. Note that if you wish to Restrain a creature, that's all you can do with this spell. You can't restrain a creature and simultaneously use the spells other abilities. A creature can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can affect Huge or smaller creatures. When cast using a spell slot of 8th Level or higher, it can be used against Gargantuan or smaller creatures.

*You may also use this as a Reaction if you get an opportunity attack, but you cannot use it as both an Action and Reaction in the same round.


Cranial Deluge
5th Level Transmutation
Casting Time: 1 Action
Range: 30 ft.
Components: V, S
Duration: Instantaneous
You choose a target within range and cause psychic energy to make it's brain bleed. The target must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 12d6 psychic damage on a failed save, or half as much damage on a successful one. If this brings the targets hit points to 0 it's head explodes. It can be brought back only by Resurrection or True Resurrection.