[Link]
com/hero/00e872ed-7ece-4f41-a5cc-d4d3c50108ca
supposed to have 11 spells kown. Got 1 from invocation for slow, 1 from feat cure
wounds, and arcanum for mental prison. makes 14.
still missing one, which one?
RESISTANCE TO FIRE AND SLASHING
VULNERABILITY TO PIERCING
FEAT:
GIFT OF THE METALLIC DRAGON
● Draconic Healing. You learn the Cure Wounds spell. You can cast this spell without
expending a spell slot. Once you cast this spell in this way, you can’t do so again until
you finish a long rest. You can also cast this spell using spell slots you have. The
spell’s spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with
this feat (choose when you gain the feat).
● Protective Wings. You can manifest protective wings that can shield you or others.
When you or another creature you can see within 5 feet of you is hit by an attack roll,
you can use your reaction to manifest spectral wings from your back for a moment.
You grant a bonus to the target’s AC equal to your proficiency bonus against that
attack roll, potentially causing it to miss. You can use this reaction a number of times
equal to your proficiency bonus, and you regain all expended uses when you finish a
long rest.
SUBCLASS ABILITIES (WARLOCK - FIEND):
DARK ONE’S BLESSING:
-Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary
hit points equal to your Charisma modifier + your warlock level (minimum of 1).
DARK ONE’S OWN LUCK:
Starting at 6th level, you can call on your 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.
Once you use this feature, you can't use it again until you finish a short or long rest.
FIENDISH RESILIENCE:
-Starting at 10th level, you can choose one damage type when you finish a short or long
rest. You gain resistance to that damage type until you choose a different one with this
feature. Damage from magical weapons or silver weapons ignores this resistance.
DEVIL ABILITIES (LEVEL 3):
LEVEL 1 TRANSFORMATION BOON:
-Gifts Of Damnation (Most likely Gift of Unfettered Glory if contract made) [Make contract,
give mortal one thing and gain power that you can choose]
-Fiendish Form [Become Fiend, but no game affect and ASI increases]
LEVEL 1 TRANSFORMATION FLAW:
-Planar Binding [Disadvantage on Death saves]
LEVEL 2 TRANSFORMATION BOON:
-Brand of the Chainer’s Gaze [Bonus action WIS Save within 60 ft or branded. When a
creature makes a saving throw, subtract 1d6 from the saving throw. Lasts 1 minute and it
disappears when knocked unconscious, enters hallowed ground or is targeted by remove
curse spell. Number of uses equal to charisma modifier.]
LEVEL 2 TRANSFORMATION FLAW:
-Hideous Appearance (Concentrating on spell does not affect, slight change)
LEVEL 3 TRANSFORMATION BOON:
-Alluring Deceit (Proficiency in Persuasion and Deception or expertise if already proficient.
Magic also can’t determine your lies)
LEVEL 3 TRANSFORMATION FLAW:
-True Name
VAMPIRE ABILITIES (LEVEL 1):
LEVEL 1 TRANSFORMATION BOON:
-Blood Fury [Whenever damage dealt to creature that can bleed, you gain fury points]
Fanged Bite (1FP)
[After attack bonus action unarmed strike with dex if you want. Damage is 1d4+dex
or str mod and target must succeed on CON save or take 2d6 necrotic damage. This
attack gives you 1 fury point {so no cost technically if hit} and you regain amount of
necrotic damage that is dealt in this way. If this reduces target of medium or smaller
to zero this gives you 3 FP.]
Calculated Strike (1FP)
[May use before melee damage is dealt. You may add 1d6 extra damage of weapons
type that hits, and if it’s used no fury points are generated]
Vampiric Mist (2FP)
[Bonus action teleport to 30 ft]
Unearthly Reflexes (1FP)
[Before DM has determined the result, you can use a reaction on a Dexterity saving
throw to take half damage on a fail and no damage on a success]
Deathly Horror (3FP)
[Action creature within 30 feet must make WIS Save or become frightened of you for
a minute. May repeat saving throw at end of its turns to end the effect early on a
success. If it succeeds it’s immune to this for 24 hours]
-Undead Form [Can’t gain healing other than self. Instead it becomes temporary hit points. If
reduced to zero and gets healed, will get stabilized
LEVEL 1 TRANSFORMATION FLAW:
-The Sanguine Curse (Invitation to enter and sunlight sensitivity gone) [Darkvision and feed
every 7 days]
LEVEL 2 TRANSFORMATION BOON:
-Choose to deal necrotic damage with spell or cantrip if it doesn’t already deal necrotic
damage.
-Also get Fury Point when you deal damage with a spell (MAXIMUM OF 1 PER TURN)
-New Blood Fury abilities:
Cast in Blood (2 FP)
[The next time you cast a damage-dealing cantrip, you can add your charisma
modifier to the damage you deal]
Eldritch blast damage is now 3d10+30 (Agonizing Blast and when cast in blood is
used)
Sanguine Spellbinding (3 FP)
[The next time a creature makes a Charisma, Wisdom or Intelligence saving throw
against a spell you have cast, it has disadvantage. If a spell affects multiple creatures
at the same time, you choose which creature is affected]
LEVEL 2 TRANSFORMATION FLAW:
Whenever you touch running water you take 3d10 Acid damage per turn.
CLASS ABILITIES (WARLOCK)
PACT MAGIC:
-4 cantrips known
-3 spells slots
-max level available spell = 5th
-11 spells known
ELDRITCH INVOCATIONS:
-AGONIZING BLAST:
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
-DEVIL’S SIGHT:
You can see normally in darkness, both magical and non magical, to a distance of 120 feet.
-ARMOR OF SHADOWS:
You can cast mage armor on yourself at will, without expending a spell slot or material
components.
-MIRE THE MIND:
You can cast slow once using a warlock spell slot. You can't do so again until you finish a
long rest.
-INVESTMENT OF THE CHAIN MASTER:
When you cast find familiar, you infuse the summoned familiar with a measure of your
eldritch power, granting the creature the following benefits:
● The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
● As a bonus action, you can command the familiar to take the Attack action.
● The familiar's weapon attacks are considered magical for the purpose of overcoming
immunity and resistance to nonmagical attacks.
● If the familiar forces a creature to make a saving throw, it uses your spell save DC.
● When the familiar takes damage, you can use your reaction to grant it resistance
against that damage.
-TOMB OF LEVISTUS:
As a reaction when you take damage, you can entomb yourself in ice, which melts away at
the end of your next turn. You gain 10 temporary hit points per warlock level, which take as
much of the triggering damage as possible. Immediately after you take the damage, you gain
vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These
effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until you finish a short or long rest.
(6 TOTAL INVOCATIONS KNOWN NOW)
PACT BOON
Currently chosen Pact of the Chain, but should choose Pact of the Talisman
-PACT OF THE CHAIN:
● You learn the find familiar spell and can cast it as a ritual. The spell doesn't count
against your number of spells known.
● When you cast the spell, you can choose one of the normal forms for your familiar or
one of the following special forms: imp, pseudodragon, quasit, or sprite.
● Additionally, when you take the Attack action, you can forgo one of your own attacks
to allow your familiar to use its reaction to make one attack with its reaction.
MYSTIC ARCANUM (6TH LEVEL)
At 11th level, your patron bestows upon you a magical secret called an arcanum.
Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your
arcanum spell once without expending a spell slot.
You must finish a long rest before you can do so again.
MAGIC ITEMS:
-Bag of Holding
-Bracelet that gives 2 AC
-Coin of chaos.
Whenever you or a creature you can see makes an attack roll, ability check or saving throw
you can flip a coin to add a bonus to the roll. The bonus equals +4 on heads or +1 on tails.
Once the coin is used, the coin goes to the GM, who can use it to enhance any roll made by
an NPC or Monster.
Once the GM has used the coin, it passes back to you and so on. When you finish a long or
short rest, you regain the coin, whether or not the GM has used it.
-Demon’s Bane (Attunement)
2d10 Force damage, on crit behead demon
-Hat of Disguise (Attunement)
While wearing this hat, you can use an Action to cast the Disguise Self
spell from it at will. The spell ends if the hat is removed.
-Staff of Charming (Attunement)
While holding this staff, you can use an Action to expend 1 of its 10
Charges to cast Charm Person, Command, or comprehend Languages
from it using your spell save DC. The staff can also be used as a magic
Quarterstaff.
If you are holding the staff and fail a saving throw against an
Enchantment spell that Targets only you, you can turn your failed save
into a successful one. You can't use this property of the staff again until
the next dawn. If you succeed on a save against an Enchantment spell
that Targets only you, with or without the staff's intervention, you can
use your Reaction to expend 1 charge from the staff and turn the spell
back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended Charges daily at dawn. If you expend
the last charge, roll a d20. On a 1, the staff becomes a nonmagical
Quarterstaff.
New
ideas for new sword and upgrades
-Take 5 damage to deal 10 extra Necrotic damage (or take 10 deal 20) with a limited amount
of charges. Whenever the enemy is reduced to 0 you instead take no damage.
-SIN EATER. Be able to eat curses affecting a willing creature within 60 feet to yourself. Still
have to figure out if you gain something when transferring. Possible transferable effects:
● one level of exhaustion
● one disease or poison
● one curse, including target’s attunement to a cursed magic item
● Any reduction to any of target’s ability scores
● One effect reducing the target’s hit
point maximum
● blinded, charmed, deafened, paralyzed, petrified, poisoned, or stunned condition
The effect ends for the creature and targets you as if you were the original target, with the
effect's original duration. You can transfer multiple negative effects of the same type to
yourself, affecting you only once each time you use this ability.