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- Jul 2013
The Herald - Warlock subclass based on LoL's Malzahar (PEACH)The Herald
You have been chosen as a Herald for some sort of unfathomable force - it could be forces of the void, nature, or something similar. It expands your mind, gives your body an aberrant aura, to the point of warping the terrain around your feet.
Expanded Spell List
The following spells are added to the warlock spell list for you
Spell Level Spells 1st Dissonant Whispers, Shield 2nd Silence, Dust Devil 3rd Sleet Storm, Earth Eruption 4th Conjure Minor Elemental, Staggering Smite 5th Telekinesis, Wrath of Nature
Starting at 1st level, you gain the ability to flood a creature's mind with visions from your patron. As a bonus action, choose a creature you can see within 30 feet of you and curse it for 30 seconds (5 rounds). Until the curse ends, you gain the following benefits:
- At the end of each of your turns, the cursed target takes 1d6 psychic damage plus your Charisma modifier (minimum of 1 damage).
- When the creature with an intelligence of 4 or higher cursed by this feature dies, you gain a mind shard, and you can apply the curse to a different creature you can see within 30 feet of you as a reaction, provided you aren't incapacitated. This resets the duration of the curse.
Once per long rest, you can sacrifice a number of mind shards to refresh an expended spell slot from your pact magic feature. The number of mind shards needed to refresh an expended spell slot is equal to twice that slot's level. When you finish a long rest, you half of any mind shards you haven't consumed.
Starting at 6th level, creatures you have summoned (including a familiar) and creatures charmed by you share your initiative count. The only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take the Dash, Disengage, Help, or Attack actions.
As an action, you can expend a spell slot to create a number of Swarm creatures of your choice, equal to the spell level. These swarms last for 1 hour before vanishing, and have bonuses to their attack rolls equal to your Charisma modifier when attacking creatures cursed by your spells, Malefic Visions or Nether Grasp features.
Starting at 10th level, whenever you meditate over a 30 minute period (which can be during a rest), you gain temporary hit points. These temporary hit points equal your warlock level + your Charisma modifier. While you have these hit points:
- You have advantage on Dexterity Saving throws
- You can use a reaction to sacrifice those hit points to remove a paralyzed, stunned, or restrained condition on you
Starting at 14th level, when you hit a creature within 40 feet with an attack, you open a null zone underneath that creature. You begin concentrating (as on a spell) and your target is stunned until the end of your next turn, and that creature is dealt 6d10 force damage. In addition, all creatures you choose within 10 feet of the targeted creature must succeed on a Dexterity Saving Throw or take force damage equal to 4 of their hit die. Creatures that succeed the save take half damage.
As long as you do not move and retain concentration, you can use your action to repeat the Dexterity Saving throw effect.
Once you use this feature, you canít use it again until you finish a long rest.
- Malzahar himself is a Prophet of the Void. However, since being Void-adjacent is a REALLY common theme for warlock subclasses I expanded the scope into nature as well. That allowed me to use the Swarm creatures rather than trying to stat out voidlings (which I was going to base on wolf stats), and made the expanded spell list something other than "just use GOO"
- Malefic Visions, in League of Legends, is a damage-over-time effect that allows you to gain mana back as it chews through the lines of enemies. Since there isn't an equivalent, outside of switching to spell points (which doesn't make sense with warlocks, mechanically, I decided to use the "Rod of the Pact Keeper" effect.
- Summon Swarm - Originally Summon Voidling, acts as a less-powerful conjure Animals, but all of which have resistance to BPS damage.
- Unnatural Presence - Originally Void Shift, this was based on Malzahar's passive which would shield from Crowd Control and reduce damage by 90%, but only once, then comes back while the champion is out of combat. I made it a solo blend of Inspiring Leader and Danger Sense. If it's too weak, I made expand the first bullet to include Con saves. But I think it's okay as is.
- Nether Grasp, for Malzahar, was a channeled suppression effect that also opens up an PAoE damage zone around them that deals damage-over-time based on their health. I tried to emulate that by using Hurl through Hell as a model, reducing the single-target damage, but then having an AOE portion based on the hit die of the target (a 24d10 creature would take 4d10 damage, for example) and if the PC gave up their movement portion of the action, and kept concentration, they can reapply the AOE damage. The wording is screwy, so any help would be appreciated.
Please let me know what you think!
Spoiler: Check out my other League of Legends inspired Homebrew
- Path of the Mad Chemist - A juggernaut-style Barbarian path Based on Singed
- Path of the Lunari - a moon-powered Barbarian path Based on Diana
- Wandering Domain - A travel themed Cleric subclass based on the Champion, Bard
- Way of the Tone Cult- a monk archetype, based on Lee Sin
- Timebreaker - a chronomancy (time magic) based Roguish subclass, based on League of Legend's Ekko & Overwatch's Tracer
- The Deathsinger - A wizard school based on Karthus
- The Deadeye - a spell-less marksman-esque class, based on a character focused on single big shots, rather than a lot of little ones. Includes 3 subclasses. This new base class draws information from the champions Graves, Jhin, Caitlyn, and Lucian