New Warlock Sub Class Suggestion - Servant of Sin - Page 2 - Myth-Weavers

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New Warlock Sub Class Suggestion - Servant of Sin

   
I'm sure it an be simplified a bit. Let me know about your revisions because it's an option for players in our group now.

Random notes

Hellish Rebuke Wrath- I wouldn't bother having it at second level, just tie it to Warlock level, seems overly complex when by third level it is cast at level 2 anyways. I would also add that it does not use a spell slot to cast.

Feed on the Living- I would add a limit of recharge on short or long rest.

Stalwart Champion – Pride- I think this could be /short rest without being to strong.

Torpor - Sloth- Needs a 1/short rest but maybe add halves movement.

Drain Energy – Greed- Do you want to make it a spell touch so Charisma warlocks have a reasonable to hit? I would also give it a range of probably 5

Blinding Rage – Wrath- How long does it last? I would recommend either "Free action to enter, last until start of next turn 1/short rest" "Bonus action to enter/leave up to 1 minute 1/short rest" but really can be flexible.

Quagmire – Sloth- Needs something to happen, maybe failure causes all creatures to treat terrain as difficult terrain until they save?

Bound Servant – Lust- 1/long rest

Insatiable Hunger - Gluttony- Needs a length of time or make a save at end of each turn.

Level 14 – Bend the Dark Will- I would make this 1/long rest

Overwhelming Sin- Needs a save after each round, otherwise a 1 minute removal from combat is really strong.

I'm going to go over the class thoroughly. As usual I think your suggestions do improve it. I will have more specific feedback by Friday.

Here is what I have adapted/edited so far.

OOCServant of Sin

You have done the unthinkable. You have willingly sided with the masters of the Dark Folk, and pledged your loyalty to a Lord of Sin. If you have made your pact in jest, it is far too late, because the power of the sins is both intoxicating and insidious. You will never be the same again. Should others find out about your true status, you will surely die, but if you are cunning and ruthless, you will wield power beyond what any human has ever achieved.

Restrictions: Elves cannot make a pact with any Lord of Sin and thus cannot be Servants of Sin. The thought of willingly allying oneself with the sins is beyond unthinkable for the fey, and furthermore, the protection of Tal-Allustiel prevents an elf from trafficking in the power of the Lords of Sin.

The Dark Will

As an agent of the sins, all of this power comes at a steep price. Because you are inextricably linked to the Lords of Sin, you are under the power of the Dweller in the Vale, and also subject to the Dark Will that the Lords of Sin use to command their armies. While the Lords of Sin have limits with the orcs in terms of how they can command them, because of your unique connection to the Lord of Sin, you are much more susceptible to the control of the Dark Will, and the Lords of Sin can direct you to perform certain general tasks. If a Lord of Sin directs you to do something, and you wish to resist, you must make a DC 15-25 Wisdom save or be forced to perform the action, even if you do not wish it. The DM can adjust the DC based on how much energy the Sin is expending in making you perform the action.

The Nature of Evil

As an agent of the Lords of Sin your very nature reflects their desires. Whatever your personality before the pact, you now feel compelled by the dark nature of the sins to do what you might ordinarily not. Your new personality will in some way reflect the nature of the sin you have made a pact with. You and the DM can work out the exact detail of how your character changes. For example, if you are a warlock of Greed, then you are covetous of material wealth, generally jealous of others, and look down on those weaker than yourself.

Sinful Patrons
Your patron is one of the Deadly Lords of Sin. Your initial powers as a Warlock of Sin will change depending on the Sin to which you owe allegiance. Remember that the Lord of Sin to whom you are you are allied will use you for his or her own purpose; it may even pit you against the other Lords of Sin, your country, or even your friends. The powers you gain at level 10 and 14 are common to all Warlocks of Sin.

Pride
Pride Expanded Spell List
command, thunderwave
enhance ability, see invisibilty
counter spell, slow
stone shape, stone skin
dispel evil and good, flame strike


Stalwart Champion
Starting at 1st level, your patron grants you the courage of his pride. When you are damaged by an attack, as a reaction you can gather up your inner store of willpower to press on. You gain temporary hit points equal to your warlock level + charisma modifier. You apply these temporary hit points before you apply the damage from the attack that provoked this reaction. You may not use your Stalwart Champion ability again until you have completed a short or long rest.

Lash Out
Starting at 6th level, when you are damaged by an attack, as a reaction you may make an immediate melee or ranged attack against the creature that damaged you. You may not Lash Out again until you have completed a short or long rest.

Lust
Lust Expanded Spell List
disguise self, command
alter self, flaming sphere
fireball, protection from energy
dimension door, phantasmal killer
dominate person, mislead


Alluring Power
Starting at 1st level, your patron grants you some of her irresistible allure. As a free action, you can gain advantage on a Charisma Saving Throw. Alternately, as a bonus action, you can gain advantage on a Charisma check. You may not use your Alluring Power again until you have completed a short or long rest.

Bound Servant
Starting at 6th level, you can cast the spell Dominate Person without components. You cannot use your Bound Servant ability again until you complete a long rest.

Gluttony
Gluttony Expanded Spell List
fog cloud, inflict wounds
gust of wind, warding bond
animate dead, haste
greater invisibility, phantasmal killer
geas, telepathic bond


Feed on the Living
Starting at 1st level, your patron grants you the greediness of his undeath. As an action, you may touch a living creature, which must make a Charisma saving throw against your Warlock spell save DC. The creature takes damage equal to your warlock level plus your Charisma modifier on a failed save, or half that amount on a success. You heal an equivalent number of hit points. You may not Feed on the Living again until you have completed a short or long rest.

Insatiable Hunger
Starting at 6th level, you can confer some of your patron’s limitless hunger on a hapless victim. As an action, choose a living creature that needs to eat that you can see. The target must succeed at a Wisdom saving throw against your Warlock spell save DC or become weak with hunger. It suffers disadvantage on all Strength and Constitution saving throws and skill checks. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Envy
Envy Expanded Spell List
command, cure wounds
enhance ability, spiritual weapon
mass healing word, spirit guardians
death ward, divination
flame strike, mass cure wounds


Jealous Imitation
Starting at 1st level, your hatred of others being better than you drives you to greater heights. You can add your proficiency bonus to an ability check you make that doesn't already include your proficiency bonus, and you also gain advantage on the roll. You cannot use your Jealous Imitation ability again until you have completed a short or long rest.

Imitate Magic
At 6th level, you learn two spells from any spell list. They must be spells of a level you can cast, as shown on the Warlock table, or cantrips. The chosen spells count as Warlock spells, but do not count against the number of spells you know. When you reach 10th level, you can, if you wish, forget these two spells and learn two new spells according to the above rules.

Sloth
Sloth Expanded Spell List
shield, sleep
acid arrow, ray of enfeeblement
protection from energy, slow
confusion, polymorph
cone of cold, wall of force




Torpor
Starting at 1st level, you can target a creature you can see within 30 feet. Until the end of the creature's next turn, it suffers disadvantage on all dexterity checks and saving throws and its speed is halved, as its reactions and movement become sluggish. You cannot use Torpor again until you complete a short or long rest.

Quagmire
At 6th level, you radiate lethargy. As an action, target 5 enemies that you can see within 30 feet. Those enemies must succeed at a Wisdom saving throw against your Warlock spell save DC or be stunned until the end of your next turn. When you use your quagmire ability, all terrain within 30 feet of you is treated as difficult terrain for everyone except you until the end of your next turn. You cannot use your quagmire ability again until you have completed a long rest.

Greed
Greed Expanded Spell List

Burning hands, Floating Disk
Flaming Sphere, Arcane Lock
Fireball, Meld Into Stone
Wall of Fire, Fire Shield
Hold Monster, Wall of Stone


Fire Breath
Starting at 1st level, you can use your action to exhale fire in a 15-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw against your Warlock spell save DC. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. When you use your fire breath, you can resitance to fire damage until the end of your next turn. After you use your fire breath, you can’t use it again until you complete a short or long rest.

Steal Energy
At 6th level, you can use the greed of your patron to steal the energy of others. Choose a target within 30 feet of you that you can see. The target must succeed at a Charisma saving throw against your Warlock spell save DC. If it fails, you can choose to deal the target 4d6 plus your Warlock level in necrotic damage; you regain an equal number of hit points. Alternately, you can choose to cause the target to spend one spell slot of up to its highest level available. The spell slot is lost as if the target had cast the spell, although it does not actually cast the spell. You regain a spell slot of the same level or lower. You cannot use Steal Energy again until you complete a long rest.

Wrath
Wrath Expanded Spell List
bane, burning hands
enlarge/reduce, scorching ray
counterspell, lightning bolt
freedom of movement, wall of fire
planar binding, telekinesis


Hellish Rebuke
Starting at 1st level, you may cast the spell Hellish Rebuke without using a spell slot. You may not use the Hellish Rebuke ability again until you complete a short or long rest.

Terrible Wrath
Starting at 6th level, you may channel the rage of your patron. As a bonus action, until the end of your next turn, you can gain advantage on attacks and add your Charisma modifier to damage. You cannot use your Terrible Wrath again until you have completed a short or long rest.



Someone want to come up with the missing expanded spell lists?

We had an optional rule about if the Lord of Sin dies you need to make a Wisdom saving through or start going mad. Do you think that'd be a good addition?

You're going to post the other sins?

I'll think on Pride's spell list.

Yes, I am going to finish them for publication this month.

That rule sounds fine. But I think Warlocks can still make Pacts with Pride, Lust, and Gluttony because theoretically the Book of Seven holds the power of the sins and the Dweller could create new Deadly Lords of the those sins given enough time. That way you give PCs more options.

Okay, I finished going through the abilities and added it to my post above. Still need to review the expanded spell lists but this is close to done and will make this month's update. Yithril, please PM me with how you would like to be credited (what name).

Behold Daxis Ton, Warlock of Greed!

Daxis Ton
Medium humanoid (human), lawful evil
________________________________________

Armor Class 16 (studded leather)
Hit Points 72 (11d8 + 22)
Speed 30 ft.
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STR 9 (-1) DEX 17 (+3) CON 14 (+2) INT 14 (+2) WIS 12 (+1) CHR 18 (+4)
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Saving Throws Dexterity +7, Wisdom +5, Charisma +8
Skills Arcana +6, Deception +8, Intimidation +8, Perception +5, Persuasion +8, Stealth +7
Senses passive Perception 15
Languages Kingdom Common, Dark Speech, Farlandish
Challenge 7 (2900 XP)
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Lucky. Once per day, Daxis may reroll one attack roll, skill check, or saving throw. He must take the second result.

Spellcasting. Daxis is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, friends, mage hand, minor illusion, true strike, vicious mockery
1st-5th level (3 5th-level slots): charm person, arcane lock, flaming sphere, dispel magic, fear, fireball, banishment, fire shield, wall of fire, hold monster, wall of stone

ACTIONS
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Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5(1d4+3) piercing damage.
Painful Blast. Ranged Weapon Attack: +8 to hit, range 300 ft., one target. Hit: 15 (2d10+4) cold or force damage (Daxis' choice) and the target is pushed up to 10 feet away from Daxis in a straight line.
Fire Breath (recharge 4-6). Daxis exhales fire in a 15-foot cone. Each creature in the cone must make a DC 16 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Daxis then gains resistance to fire damage until the end of his next turn.
Steal Energy (recharge 6). A target that Daxis can see within 30 feet of him must succeed at a Charisma saving throw DC 16. If it fails, Daxis can choose to deal the target 4d6+10 necrotic damage, and he regains an equal number of hit points. Alternately, he can choose to cause the target to spend one spell slot of up to its highest level available. The spell slot is lost as if the target had cast the spell, although it does not actually cast the spell. Daxis regains a spell slot of the same level or lower.

----

Daxis Ton was born to a pair of struggling merchants in the Darrik Mercantile Row of Zel City. His parents were proud but poor, struggling under the heavy tax burden and depressed economy in the Kingdom of Sloth. Daxis inherited his parents’ pride, but he was never satisfied with their economic station. He always had a greedy streak. Thus, at a young age, he took to the Toscommon Slum and spent nearly all his time on the streets, living like a homeless urchin, though his parents yet lived. Before long, Daxis caught the eye of Hux O’Donnigal, head of the local criminal network in the Slum.

At first, Daxis tried to pay his parents’ increasing tax debt with his ill-gotten gains, but his parents would have none
of it, for they knew from whence the money came. Daxis eventually stopped trying, and parents were charged with failure to pay taxes and arrested. From this point on, Daxis began to nurse a secret hatred for all dark folk. Hux, considering Daxis to be the son he never had, saw to it that Daxis’ “obligation” to pay said taxes was conveniently forgotten. Eventually Daxis took over leadership of the criminal network when Hux was arrested by agents of Sloth. At that point, something begin to seem different about Daxis; his criminal underlings noted that he spent much time alone, and he seemed to be communing with someone or something behind closed doors. He also went on long trips to unknown destinations, and rumor had it that his traveling papers were issued by a different Deadly Lord than Sloth.While in Zel City, he began to direct the business of the organized crime network in two directions: to make as much money as possible, for his natural greed had only increased, and to clandestinely disrupt as much of the Lord of Sloth’s operations as possible. It was almost as if he were turning the criminal gang into a resistance cell. But for whom was he working?

Inevitably, the attentions of Sloth turned to Daxis, and though it took quite a while (as is typical for Sloth), eventually his troops tracked down the criminal network and destroyed it nearly to a man, with Kordakon the Mangler himself leading the attack on Daxis’ headquarters. During this fight, Daxis revealed that he was more powerful than anyone suspected, for he unleashed magic on the Mangler and even breathed fire on his oluks, incinerating them. He managed to escape, and over the next several days he led the half-ogre warlord and his oluk troops on a chase out of Zel City and into the countryside east of the capital. Finally, the Mangler trapped him in a blind canyon, and when the enigmatic human turned to face him, the half-ogre was confused and disturbed by the smile on his face. That’s when a dark shadow fell over the entirety of the oluk battalion, and hurricane force winds battered them to the ground. Something happened that had not happened in decades—the Lord of Greed himself had come forth from Wawmar and appeared in Zeland. Crushing, burning, and devouring Kordakon the Mangler’s troops, he scooped up Daxis in his mighty claw and winged his way north, ostensibly heading back to his own kingdom. The half-ogre, burned and bloody, was the only survivor of the appearance of Greed. He went back to report the escape of Daxis Ton to his master, the Lord of Sloth. Kardakon realized that Ton had done what no one had previously dared do: he had made a deadly pact with one of the Deadly Lords themselves and had taken on one of the great Sins as his patron. He had become the first Sin Pact Warlock.

The current whereabout of Daxis Ton are unknown, but he undoubtedly works somewhere in the occupied kingdoms to serve the interests of his patron, the Lord of Greed.

Daxis Ton is 5’11’’, with a lean yet athletic build. He is clean and very well dressed, spending his ample money on fine clothes. After having made his pact with Greed, he exudes power, and now his glare alone can silence a crowded room. He’s a man accustomed to getting his way, and he does not handle disappointment well. He’s relatively young, but has accomplished much—for better or worse—during his short time on the continent of Farland.

@WhoEvrIwant2b You're the warlock expert. Look him over? Note that he's not 100 in keeping with actual warlock stats, but mostly just check his spells (slots and levels etc).







 

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