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    Pixie in the Playground
     
    BardGuy

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    Nov 2021

    d20 The Extraplanar: Warlock Subclass [PEACH]

    The Extraplanar: Warlock Subclass

    OC Inspirations: Spaces with minds of their own, Dr Strange and The Shadow (movie version). I've taken a number of ideas from the Soulknife and merged them with the Hexblade and a bunch of weird stuff that flew into my noggin from who know where. See what you think!

    Spaces Unseen

    You are bound to a presence located in an extra-dimensional space that has made contact with the material realm. It is a place as much as it is any discernible consciousness and as a result its perspectives are often strange and alien.

    Occasionally the presence may manifest itself as a singular actor or as a multitude of personas, but in all instances the place is as present as the avatars it speaks through. Occasionally the place will eschew from using any aspect that can be communed with directly and instead favours expressing itself through visions or manipulations in the environment itself.

    You may roll on the following table to determine the nature of your extra-dimensional space.

    D6 Extraplanar Force
    1 An haunting realm of ever-shifting geometry. It draws upon an ever evolving tapestry of nightmarish expressions as a means for communication and fails to understand emotions other than fear and foreboding.
    2 A chorus of crystalline beings who shape and reshape their world in an eternal search for a vision they have long since forgotten.
    3 A great mechanical laboratory of ever shifting gears and clockwork artifice tended to by an ancient demonic engineer, long since driven mad by their home of unknowable design.
    4 A great and vault that hungers for treasures to fill it. It desires wealth beyond all, expresses imagery of those things it seeks and speaks in bone dry whispers between the sounds of clattering of coins.
    5 The internal organs of an alien god, who slumbers as a bureaucratic retinue of angelic beings tend to their health over countless aeons. They are guided by the fleeting dreams of their god and their vain attempts to interpret their meaning.
    6 A theatre where the devilish actors perform to an audience that only they can see and hear.


    1st level

    Expanded Spell List

    The Extraplanar lets 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.


    Spells Level Spells
    1 Faerie Fire, Silent Image
    2 Blur, Pass Without a Trace
    3 Haste, Slow
    4 Greater Invisibility, Resilient Sphere
    5 Creation, Wall of Force


    Planar Blade

    Starting at 1st level, you gain the ability to draw strands of the planar weave into your hands, forming them into shimmering blades of energy. Whenever you take the Attack action or otherwise perform a melee attack, you may choose to manifest a Planar Blade from your free hand and make the attack with that blade.

    This magic blade is a simple melee weapon with the finesse and thrown properties. When attacking with a Planar Blade blade you may choose to use your charisma modifier instead of your strength or dexterity modifiers. A Planar Blade has a normal range of 60 feet and no long range. On a hit, it deals force damage equal to 1d6 plus your charisma modifier. If thrown the blade vanishes immediately after it hits or misses its target.

    After you attack with a blade, you can make a melee or ranged weapon attack with a second Planar Blade as a bonus action on the same turn, provided either of your hands are free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

    You may choose to vanish any blades you are holding at will - no action or reaction required.


    Weave of the Wending World

    Beginning at 1st level, you can spontaneously conjure yourself clothing from the dimensional weave, tailoring your outfit to not only match a form you desire, but also fabricating it from a substance that offers more protection from damage than its appearance would otherwise suggest.

    As an action you may create an outfit of an appearance you desire. Similarly you may alter any existing dimensional weave clothing you are wearing as an action. Articles of clothing you have created from dimensional weave shimmer out of existence if you move more than 30 feet away from them.

    While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.


    Severing Sense

    Starting at 1st level, you gain the ability to cut yourself from the visual world of those observing you. As a bonus action, you may choose a number of creatures up to your proficiency modifier that you can see within 60 feet of you. You immediately appear invisible to the targets (as if you had the invisibility spell cast upon you) for 1 minute. All other creatures can see you normally. This feature ends early if you attack or cast a spell, even if the affected creature is not the target of the attack or spell. The feature also ends early if the target dies, you die, or you are incapacitated.

    You can't use this feature again until you finish a short or long rest.


    Rifters Realm

    Starting at 6th level, you gain the ability to cut a 5 feet wide and 10 feet tall rift in reality that leads into a small extradimensional space. You choose where this rift is located.

    You and up to nine creatures you designate when you cast the spell can enter the extradimensional space as long as the rift remains open. The rift is opaque to those outside looking in, but transparent to those inside looking out.

    Beyond the rift is a small extradimensional space created from the dimensional weave to resemble furnishings and a layout as you desire. The atmosphere is generally clean, fresh and warm.

    You can create any floor plan you like, but the space can’t exceed 6 cubes, each cube being 10 feet on each side. The space is furnished and decorated as you choose. It may contain fresh running water that may be heated or chilled as you desire. The space may not provide any food stuffs or other consumable materials (beyond water) that can be used by those within the space.

    Furnishings and other objects created by this ability dissipate into fractals of light if they are removed from the space. Once 8 hours have passed any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the rift.

    You can't use this feature again until you finish a long rest.


    Dimensional Pocket

    At 6th level you gain access to a dimensional pocket, within which you may place items into and retrieve items.

    The pocket is roughly 2 feet in diameter at the mouth and 4 feet deep. It can hold up to 8 cubic feet or 80 pounds of material.

    Placing an object into this pocket follows the normal rules for interacting with objects. Retrieving an item from the pocket requires you to use an action. When you reach into the pocket for a specific item, the item is always magically on top.

    If a breathing creature is placed within the pocket, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

    The pocket is invisible and inaccessible to other creatures while closed. When open any creature may access it and it appears as a shimmering cut in reality that hovers in midair alongside you.

    If you are killed the pocket immediately becomes visible and remains open. It will float beside your remains or statically hover in midair if you leave no remains. If such a pocket is emptied it will close.

    Placing an extradimensional space created by a handy haversack, portable hole, or similar item into the pocket instantly destroys both the item and the pocket. Additionally a gate to the Astral Plane will open. This gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

    An 8 hour ritual is required to create a new dimensional pocket once it has been destroyed.


    Sigil Mastery

    At 10th level you may add the Teleportation Circle spell to your list of spells known.

    Additionally, you may cast this spell somatically, without the need for any vocal or material components by using your planar blades to carve the sigils into the dimensional weave around you.

    Finally, you may instantly commit a new Teleportation Circle sigil sequence you see to memory.


    Pathfinder of the Planes
    Starting at 14th level, you gain the Plane Shift spells as an additional Mystic Arcanum.


    New Pact: Pact of The Planar Blade


    Starting at 6th level you may, as an action, absorb a single magical weapon you have proficiency with, instantly vanishing it into a small pocket plane where it can be used to empower your Planar Blades. You may only absorb a single weapon in this way and may swap or retrieve the weapon as an action. If you are killed the weapon immediately emerges from the pocket pane and falls at your side.

    If the absorbed weapon provides a +1, +2 or +3 bonus to the attack and damage rolls these bonuses apply to attack and damage rolls made using your Planar Blades.

    If you are attuned with the absorbed weapon any features it offers do not apply to your planar blades. However, if you are attuned with the absorbed weapon you instead gain one of the following abilities, which must you choose at the time you absorb it:

    • Repulsing: When you hit a creature with a Planar Blade, you can push the creature up to 5 feet away from you.
    • Illuminating: The first time you hit a creature with your Planar Blades they must make a charisma save against your spell save DC. If they fail they begin to glow with a shifting prismatic hue, shedding dim light in a 10-foot radius. Any attack roll against the affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible. This illuminating effect ends at the start of your next turn.
    • Disrupting: The first time you hit a creature with your Planar Blades each round they must make a charisma save against your spell save DC. If they fail their save they will have disadvantage on all saving throws and their vision beyond 30 feet will blur into kaleidoscopic disarray, an effect that effectively blinds them to anything beyond this distance. This disruptive effect ends at the start of your next turn.




    New Invocations


    Precision Blades
    Prerequisite: Pact of the Planar Blade

    Your Planar Blades have their normal range increased to 300 feet and have no long range.

    Additionally, your Planar Blades ignore both half and three-quarters cover.

    The Cutters Creed
    Prerequisite: Pact of the Planar Blade

    You can use your Planar Blade’s as a spellcasting focus for your warlock spells.

    Additionally, you may spontaneously flare your Planar Blades into planes of shimmering discs of energy that bolster your defence. Whenever you have at least one Planar Blade in your hands your AC is increased by 2, provided you are not wielding a shield.

    Finally, you may flare your planar Blades into discs and suspend them in midair beneath your feet as you move, allowing you to use them as temporary platforms for you to step on. Whenever you move you may travel 5 feet in any direction, even vertically or into thin air, a number of times equal to your proficiency bonus. If you perform the dash action you may move in this way an additional number of times equal to your proficiency bonus. At the end of your turn all of the discs will vanish back into the dimensional weave.

    Planar Shield
    Prerequisite: 5th level, Pact of the Planar Blade

    You may add the Shield spell to your list of spells known.

    Additionally, you may cast the shield spell without expending any spell slots a number of times equal to your proficiency modifier. These free castings of the shield spell replenish when you finish a long rest.

    Quick Cutters Blades
    Prerequisite: 5th level, Pact of the Planar Blade

    You can attack with your Planar Blades twice, instead of once, whenever you take the Attack action on your turn.

    Elemental Blades
    Prerequisite: 7th level, Pact of the Planar Blade

    When you hit a creature with a Planar Blade you may convert all its Force damage into any of the following types of damage: Acid, Cold, Fire, Lightning or Thunder.

    Switching Blades
    Prerequisite: 7th level, Pact of the Planar Blade

    As a bonus action, you may create one of your Planar Blades and throw the blade at an unoccupied space you can see up to 60 feet away. You then teleport to that space, and the blade vanishes. You may do this a number of times equal to your Proficiency Bonus.

    You regain all your uses of this feature when you finish a short or long rest.

    Improved Planar Blades
    Prerequisite: 12th level, Pact of the Planar Blade

    When you hit a creature with a Planar Blade, the creature takes extra force damage equal to your Proficiency Bonus.

    Chains of the Planar Blade
    Prerequisite: 12th level, Pact of the Planar Blade

    Your planar Blades gain the Reach property. Adding 5 feet to your reach when you attack or make opportunity attacks with them.
    Last edited by Nicomo Cosca; 2024-05-24 at 06:20 PM. Reason: Adding Prefix
    My Homebrew

    The Unlikely Hero (Base class, 5e): https://forums.giantitp.com/showthre...e-Class)-PEACH

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