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Warlock Subclasses

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ARCHFEY PATRON

  • Steps of the Fey (formerly Fey Presence) now gives you the Misty Step spell and ways to modify it.
  • Misty Escape now modifies your Misty Step spell and expands your choices from Steps of the Fey.
  • Beguiling Defenses now reacts to you taking damage.
  • Bewitching Magic (formerly Dark Delirium) allows you to cast Misty Step whenever you cast an Enchantment or Illusion spell using a spell slot.

LEVEL 3: STEPS OF THE FEY

Your patron bestows on you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step. Immediately after you teleport, one creature you can see within 10 feet of you gains 1d10 Temporary Hit Points.
Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.

LEVEL 6: MISTY ESCAPE

You can vanish in a puff of mist in response to harm. You can cast Misty Step as a Reaction in response to taking damage.
In addition, the following effects are now among your Steps of the Fey options.
Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll or cast a spell.
Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.

LEVEL 10: BEGUILING DEFENSES

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.
In addition, immediately after a creature you can see hits you with an attack roll, you can use your Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you take.
Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a spell slot when you use it again.

LEVEL 14: BEWITCHING MAGIC

Your patron bestows on you the ability to weave your magic with teleportation. Immediately after you cast an Enchantment or Illusion spell using an action and a spell slot, you can cast Misty Step as part of the same action and without expending a spell slot.

CELESTIAL PATRON

  • Celestial Resilience now works with Magical Cunning.

LEVEL 3: HEALING LIGHT

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 plus your Warlock level.
As a Bonus Action, you can heal one creature that you can see within 60 feet of yourself, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, and restore a number of Hit Points equal to the roll’s total.
Your pool regains all expended dice when you finish a Long Rest.

LEVEL 6: RADIANT SOUL

Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage, and when you cast a spell that deals Radiant or Fire damage, you can add your Charisma modifier to one Radiant or Fire damage roll of that spell against one of its targets.

LEVEL 10: CELESTIAL RESILIENCE

You gain Temporary Hit Points whenever you use your Magical Cunning feature or finish a Short Rest or Long Rest. These Temporary Hit Points equal your Warlock level plus your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain Temporary Hit Points equal to half your Warlock level plus your Charisma modifier.

LEVEL 14: SEARING VENGEANCE

The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum and then stand if you so choose. Each creature of your choice that is within 30 feet of you takes Radiant damage equal to 2d8 plus your Charisma modifier, and each has the Blinded condition until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a Long Rest.

FIEND PATRON

  • Dark One’s Blessing now works when someone else reduces an enemy within 10 feet of you to 0 Hit Points.
  • Dark One’s Own Luck can be used only once per roll.
  • Hurl Through Hell requires a Charisma saving throw before affecting the target. The damage is now 8d10, and the target has the Incapacitated condition while hurtling through the Lower Planes.

LEVEL 3: DARK ONE’S BLESSING

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your spellcasting ability modifier plus your Warlock level (minimum of 1). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

LEVEL 6: DARK ONE’S OWN LUCK

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your spellcasting ability modifier (minimum of once), but you can use it no more than once per roll. You regain all uses when you finish a Long Rest.

LEVEL 10: FIENDISH RESILIENCE

Channeling the preternatural resilience of Fiends, you can choose one damage type, other than Force, whenever you finish a Short Rest or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature.

LEVEL 14: HURL THROUGH HELL

When you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 5 spell slot when you use it again. You can use this feature only once per turn.

GREAT OLD ONE PATRON

  • Awakened Mind now lets you create a two-way telepathic connection with another creature.
  • Psychic Spells is a new level 3 feature.
  • Clairvoyant Combatant (formerly Entropic Ward) uses your telepathic bond to impose Disadvantage on attack rolls against you and grant you Advantage on attack rolls against the creature for the duration of the telepathic bond.
  • Eldritch Hex is a new level 10 feature.
  • Create Thrall now gives you the Summon Aberration spell with additional properties.

LEVEL 3: AWAKENED MIND

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself and create a telepathic bond. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Warlock level. It ends early if you have the Incapacitated condition or die or if you use this feature to form a connection with a different creature.

LEVEL 3: PSYCHIC SPELLS

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without verbal or somatic components.

LEVEL 6: CLAIRVOYANT COMBATANT

You learn to read the attacks of minds you touch. When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.
Once you use this feature, you can’t use it again until you finish a Short Rest or Long Rest. You can also restore your use of it by expending a spell slot of level 2 or higher (no action required).

LEVEL 10: THOUGHT SHIELD

Your thoughts can’t be read by telepathy or other means unless you allow it. You also have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of damage that you do.

LEVEL 10: ELDRITCH HEX

Your alien patron grants you a powerful curse. You always have the Hex spell prepared. When you cast Hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

LEVEL 14: CREATE THRALL

Your patron grants you the ability to manifest a part of itself. You always have the Summon Aberration spell prepared (for this playtest, use the spell in Tasha’s Cauldron of Everything). When you cast the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting and when summoned, the Aberration has a number of Temporary Hit Points equal to your Warlock level plus your Charisma modifier.
In addition, the first time each turn the Aberration hits a creature under the effect of your Hex, the Aberration deals extra Psychic damage to the target equal to the bonus damage of that spell.