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Wednesday 29 April 2015

The Dread Lord Patron

As I said last week, I'm working on some customisations for D&D 5e, and I decided I'd have a go at a Warlock Patron. I like the idea of the Fae patron and thought that something darker might be in order (I think it's obvious the direction my campaign might be going), but as I have no Warlock players at the moment, I haven't had a chance to test this one, but anyone who remembers the Ravenloft Campaign setting should feel right at home with it. What if the Mists are unravelling? What if the masters of the Dread Realms were trying to find agents to help them escape into our world?
Most of the powers are adaptations of existing powers within 5e, except the Avatar of Shadows, which I've adapted from the Heroes of Shadow 4e sourcebook.

The Dread Lord
Through your journeys into the darkness you have been touched by the mind of a prisoner in a dark realm. The lords of The Dread Realms have told you secrets of darkness, and you can use them to punish and manipulate those around you. What promises have you made to these dark masters? Could you be hoping to set them free?
Dread Lords Strahd von Zarovich and Azalin are examples of those who would grant the power of the Shadows to their clients.
Expanded Spell List
The Dread Lord 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.
Dark Lord Expanded Spell List
Spell Level
Spells
1st
fog cloud, wrathful smite
2nd
pass without trace, phantasmal force
3rd
gaseous form, vampiric touch
4th
phantasmal killer, staggering smite
5th
antilife shell, planar binding


Shadow Stealth

Starting at 1st level, your patron bestows upon you the ability to take advantage of dark places to hide yourself. While in dim light or darkness, you can take the Hide action as a bonus action.

Aspect of Shadow

Beginning at 6th level your patron begins to teach you the ways of the Undead. For one round you become incorporeal. You can move through creatures and objects as if they were difficult terrain. However, if you end your turn inside an object or creature you suffer 1d10 force damage.
You cannot use this feature again until you complete a short or long rest.

Fog of Despair

From 10th level on, you begin to feel the touch of the Dread Realm around you all the time. You carry an aura of shadow out to 10 feet. This counts as Light Obscurity. While you are conscious, creatures entering the aura to attack you must make a Charisma Saving Throw against your Warlock Save DC or suffer disadvantage on all attacks they make against you. Additionally, if their attack succeeds, they suffer necrotic damage equal to your Charisma modifier + half your level (rounded down).

Avatar of the Shadows

At 14th level you can summon the power of your Dread Master to aid you in battle. Your skin pales to white and your eyes become pools of darkness. When you strike with a melee attack, you add your Charisma modifier (minimum +1) to your damage and create a 10’ radius sphere centred on the target. All creatures within the Sphere take 1d10 necrotic damage. For each creature affected you recover hit points equal to your Charisma modifier (minimum of 1 per creature).
Once you use this feature, you cannot use it again until you complete a short or long rest.

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