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- Join Date
- Jun 2006
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Warlock Vestige Pact, Pact-Specific Invocations, and a new spell (PEACH)
Your patron is not one entity, but a collection of once-living beings that now trapped between worlds, neither alive nor dead. They are no longer a part of the natural order of things and most do not believe they even exist. The vestiges give their power out recklessly, hoping that by spreading their influence in the world, they can somehow force their way back into reality.
Expanded Spell List
1st - inflict wounds, thunderwave
2nd - gust of wind, Melfís acid arrow
3rd - meld into stone, Vezzuvuís eruption (see below)
4th - divination, Otilukeís resilient sphere
5th - cone of cold, insect plague
Eyes of the Vestige
At 1st level, your patrons bestow upon you vision that passes somewhat into their realm of things that donít quite exist. While this eldritch vision is disturbing and sometimes frightening, it does have its benefits as well. When making a ranged spell attack, you can ignore partial cover.
Starting at 6th level, you gain the ability to bind one of the four vestiges to yourself by means of a ritual. While you have one of the vestiges bound, you gain a number of persistent benefits or useful abilities and each vestige provides a different assortment of benefits depending on your warlock level.
The binding ritual takes an hour and the effects of the ritual last until you finish a long rest. After a long rest, you must perform the ritual of binding again in order to gain the benefits of a vestige.
When you bind a vestige, you gain all of the abilities listed under the description of that vestige that you qualify for based on your warlock level. If you already have a particular benefit as a result of multiclassing or some other ability, the effects do not stack and are tracked separately (i.e., choose different skills to which to apply the ability if the ability affects your skills, track uses of similar abilities separately, etc.).
Andromalius Ė the Laughing Rogue
At 6th level, when you perform the ritual of binding to gain Andromaliusí boons, you gain proficiency in Dexterity (Sleight of Hand) checks as well as thieves' tools.
At 10th level, when you perform the ritual of binding to gain Andromaliusí boons, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thievesí tools. Your proficiency bonus is doubled for any ability check that uses either of the chosen proficiencies.
At 14th level, when you perform the ritual of binding to gain Andromaliusí boons, you become proficient in Dexterity saving throws. Furthermore, you gain the Evasion ability: when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
King Elidyr Ė the Ruined King
At 6th level, when you perform the ritual of binding to gain King Elidyrís boons, you gain Elidyrís Inspiration which is the ability to inspire others with stirring speeches. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains an Elidyr Inspiration die, a d8.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Elidyr Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Elidyr Inspiration die at a time.
You can use this feature once per short rest.
At 10th level, when you perform the ritual of binding to gain King Elidyrís boons, you gain the distracting strike ability. When you hit a creature with an attack, you can use this ability to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. You can use this feature a number of times equal to your Charisma modifier. You regain your uses of this ability when you finish a short rest.
At 14th level, when you perform the ritual of binding to gain King Elidyrís boons, you gain the Cleansing Touch ability. When you use this ability, you can use your action to end one spell on one willing creature other than yourself that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once).
Ugar Ė the Unforgiving
At 6th level, when you perform the ritual of biding to gain Ugarís boons, you gain the Improved Critical ability. When you make an attack on your turn, your weapon attacks score a critical hit on a roll of 19 or 20.
At 10th level, when you perform the ritual of binding to gain Ugarís boons, you gain the Smite ability. When you hit an enemy with a weapon attack, you can expend a 5th level spell slot to deal an additional 5d8 necrotic damage.
At 14th level, when you perform the ritual of binding to gain Ugarís boons, you gain the Retaliation ability. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Tenebrous Ė the Shadow that Was
At 6th level, when you perform the ritual of binding to gain Tenebrousí boons, you gain proficiency in Constitution saves.
At 10th level, when you perform the ritual of binding to gain Tenebrousí boons, you gain immunity to disease and poison.
At 14th level, when you perform the ritual of binding to gain Tenebrousí bonus, you gain the Paralyzing Touch ability. As an action, make a melee spell attack against an enemy. On a hit, you deal 8d10 cold damage to that creature and it must make a Constitution saving throw against your spell save DC. On a failure, the creature is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this ability a number of times equal to your Charisma modifier (a minimum of once).
New sorcerer/wizard spell
Casting Time: 1 action
Range: 90 feet
Components: V, S
A small eruption knocks creatures down with rumbling tremors and sears them with hot ash. Each creature in a 15-foot cube centered on a point within range must make a Constitution saving throw. A creature takes 5d8 thunder damage on a failed save and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
The spell emits a thunderous boom audible out to 300 feet and fills the area with burning ash that lasts until the end of your next turn. The area is difficult terrain and any creature that ends its turn in the ash takes 1d6 fire damage.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the initial thunder damage increases by 1d8 for each slot above 3rd.
Prerequisites: Fiend Patron, 12th level
Your patron has bestowed upon you the ability to channel otherworldly flames from the deepest infernal pits. When you cast a spell that deals fire damage, you treat creatures immune to fire as if they were only resistant to fire.
Glamour of the Fey Folk
Prerequisites: Archfey Patron, 9th level
Your patron has blessed you with unearthly beauty. When you cast a charm spell, targets have disadvantage on saving throws against the spell if they can see you.
Prerequisites: Old One Patron, 5th level
You can detect the presence of thinking creatures that you can't see. As a bonus action on your turn, you can search for thoughts within 30 feet of you. The search can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can communicate with the creature telepathically even if can't see the creature. If you have the detect thoughts spell, you can use that spell on creatures you have detected with this invocation even if you can't see them. If the creature moves further than 30 feet from you, you must relocate it before you can communicate with it telepathically or use the detect thoughts spell on it again.
Prerequisite: 11th level
Once per day, you can cast the commune spell without expending a spell slot or material components.