Homebrew:The Inevitable: Difference between revisions

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[[file:creeping vine.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of The Inevitable subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of The Creeping Vine subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|warlock|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|warlock|blockquotestyle=width:100%}}
Your patron is a magical plant, a powerful primal spirit, or some other grand entity of nature and growth, such as a powerful treant, an ancient green dragon, a totoro, or an archdryad. This being might seek to expand itself and its influence through seed or spore, or it might want to simply perpetuate, accelerate, or otherwise enable the natural cycles of life. In the Forgotten Realms, such beings include the Great Oak of Kuldahar and Zuggtmoy, the Demon Queen of Fungi. In the world of Ebberon, the daelkyr Avassh might be your patron, and in the world of Ravnica, the Selesnya Conclave might be the source of your powers.
You have forged a contract with an inevitable, an axiomatic
being from one of the planes of law set to uphold and
enforce order across the multiverse. Whether you sought
these powers purposely, misunderstood an agreement you
were making, or now serve as punishment for breaching a
contract, your patron’s powers allow you to impose law and
order, sidestepping fate and luck instead for the blessing of
definite results.
 
Perhaps you forged a contract in the Halls of
Concordance. If so, your patron may be a quarut, marut,
or kolyarut of Mechanus. In the world of Ravnica, a highranking member of the Azorius Senate might act as
your patron, or your powers might come from the Guild
Pact itself.
 
Your contract may require you to assist in establishing
order in various ways. You can choose a directive, allow
your DM to choose one, or determine one randomly, using
the Inevitable Directive table.
 
{| class="wikitable"
|+ Inevitable Directive
!1d6 !! Directive
|-
|1 || To hunt fugitives of the law and those who try to escape punishment.
|-
|2 || To write, deliver, or witness the signing of minor contracts.
|-
|3 || To apprehend those who break interplanar contracts.
|-
|4 || To enforce the laws of life and death, hunting those who would deny the grave or otherwise disrupt the flow of souls into the afterlife.
|-
|5 || To maintain the laws of space and time, investigating permanent portals between planes or temporal disruptions and disorder.
|-
|6 || To support the divine order and help stop those who seek to destroy or become gods.
|}
 
<blockquote><h3>Your Contract</h3>
To an inevitable, the spirit of an agreement is nothing, and the letter of the law is everything. Work with your DM to determine the nature of your contract, how it might be enforced, what directive best suits your campaign, how closely you might be monitored, and what the consequences might be for breaking it. Breaking your contract, however, shouldn’t mean an immediate end for your character. Instead, it should create interesting and meaningful complications.
 
For example, if you serve a marut hunting someone who broke an extraplanar contract, your patron may suddenly appear to drag you back to the Halls for judgement should you be discovered aiding your quarry or allowing it to escape justice. As punishment, you might temporarily lose access to one or more of your warlock class features, or be assigned a proctor to observe you more carefully, such as a modron for a familiar.</blockquote>


== Expanded Spell List ==
== Expanded Spell List ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


The Creeping Vine 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.
The Inevitable 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.


{| class="wikitable"
{| class="wikitable"
|+ Creeping Vine Expanded Spells
|+ Inevitable Expanded Spells
!Spell Level !! Spells
!Spell Level !! Spells
|-
|-
|1st || ''[[spell:entangle|entangle]]'', ''[[spell:ensnaring-strike|ensnaring strike]]''
|1st || ''[[spell:longstrider|longstrider]]'', ''[[spell:magic-missile|magic missile]]''
|-
|-
|2nd || ''[[spell:pass-without-trace|pass without trace]]'', ''[[spell:spike-growth|spike growth]]''
|2nd || ''[[spell:knock|knock]]'', ''[[spell:silence|silence]]''
|-
|-
|3rd || ''[[spell:plant-growth|plant growth]]'', ''[[spell:stinking-cloud|stinking cloud]]''
|3rd || ''[[spell:haste|haste]]'', ''[[spell:sending|sending]]''
|-
|-
|4th || ''[[spell:evards-black-tentacles|Evard's black tentacles]]'', ''[[spell:grasping-vine|grasping vine]]''
|4th || ''[[spell:locate-creature|locate creature]]'', ''[[spell:resilient-sphere|resilient sphere]]''
|-
|-
|5th || ''[[spell:tree-stride|tree stride]]'', ''[[spell:wrath-of-nature|wrath of nature]]''
|5th || ''[[spell:geas|geas]]'', ''[[spell:wall-of-force|wall of force]]''
|}
|}


== Biome ==
== Mark of Justice ==
''1st-level {{PAGENAME}} feature''
 
You can use divination magic to help you tail, investigate, or interrogate leads and quarries. As a bonus action, you can mark one creature you can see. You have advantage on any Wisdom ({{perception}}) or Intelligence ({{investigation}}) check you make to find that creature and on any Wisdom ({{insight}}) check you make against it. The mark lasts until you use this feature again.
 
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
 
== Rule of Law ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain one of the following features, based on a biome of your choice.
You learn the ''[[spell:command|command]]'' spell. It counts as a warlock spell for you, but doesn’t count against the number of spells you know.


;Arid
You can cast ''[[spell:command|command]]'' as a bonus action once without expending a spell slot. You can’t do so again until you finish a short or long rest.
:You retain scarce resources like a cactus retains water. When you expend a Pact Magic spell slot on a spell that targets only one creature, and that spell has no effect on the target, you regain the spell slot.
;Boreal
:Like a pine tree in the taiga, you can enter a state of hibernation. As an action, you can turn yourself and your equipment to solid wood. You are petrified in a special way. You have all the traits of the petrified condition, except you remain conscious of your surroundings, you can perceive through your senses as normal, and your weight remains the same. You float in water, you are inflammable, and you do not need to eat, breathe, drink, or sleep. You can’t benefit from short or long rests while in this form. You can exit this state at any time (no action required), but no sooner than 1 hour after entering it. Once you have used this feature, you can’t use it again until you finish a long rest.
;Jungle
:You can entangle and ensnare your foes in creepers and vines. You learn the ''[[spell:thron-whip|thorn whip]]'' cantrip. It counts as a warlock spell for you but doesn’t count against the number of cantrips you can know. When you cast it, you can make one melee weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.


== Defensive Growth ==
== Law of Averages ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


As a reaction when a Huge or smaller creature makes a melee attack against you, you can summon spectral vines to entangle it immediately before it strikes you. The creature must succeed on a Strength saving throw or become restrained until the end of your next turn. Once you use this feature, you can’t do so again until you finish a short or long rest.
You can impose law and order through the actions of those around you. When an ally you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to cause it to forgo rolling the d20 and treat the die as if it rolled 8 + your proficiency bonus.


== Flora Speaker ==
Once you use this feature, you can’t use it again until you finish a short or long rest.
''10th-level {{PAGENAME}} feature''


You can imbue limited sentience and animation to plants within 5 feet of you, giving them the ability to communicate with you. You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
== Protective Edict ==
 
== Natural Defense ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You can adapt your form to become plant-like, making you resilient against certain types of damage. Whenever you finish a long rest, choose one of the following plant types to emulate.
You can declare your authority and punish those who deny it. You can cast the ''[[spell:sanctuary|sanctuary]]'' spell once without expending a spell slot. Whenever a creature damages the target before the spell ends, you can use your reaction to cause that creature to take force damage equal to your warlock level. If you are the target, dealing this damage doesn’t end the spell for you. Once you cast ''[[spell:sanctuary|sanctuary]]'' in this way, you can’t do so again until you finish a short or long rest.


;Algae
== Unerring Strike ==
:You gain resistance to slashing damage.
;Leaf
:You gain resistance to bludgeoning damage.
;Wood
:You gain resistance to piercing damage.
 
== Force of Nature ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


As an action, you can cast the awaken or wall of thorns spell once without expending a spell slot and without material components. When you cast awaken in this way, the awakened plant returns to mundanity after 8 hours.
As an action, you can deal 50 force damage to a creature within 5 feet of you. Once you use this feature, you can’t use it again until you finish a long rest.
 
Once you use this feature, you can’t do so again until you finish a long rest.


[[category:homebrew warlock subclasses]]
[[category:homebrew warlock subclasses]]

Revision as of 06:29, 13 November 2023

(OOC: This is an implementation of The Inevitable subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Warlock

You have forged a contract with an inevitable, an axiomatic being from one of the planes of law set to uphold and enforce order across the multiverse. Whether you sought these powers purposely, misunderstood an agreement you were making, or now serve as punishment for breaching a contract, your patron’s powers allow you to impose law and order, sidestepping fate and luck instead for the blessing of definite results.

Perhaps you forged a contract in the Halls of Concordance. If so, your patron may be a quarut, marut, or kolyarut of Mechanus. In the world of Ravnica, a highranking member of the Azorius Senate might act as your patron, or your powers might come from the Guild Pact itself.

Your contract may require you to assist in establishing order in various ways. You can choose a directive, allow your DM to choose one, or determine one randomly, using the Inevitable Directive table.

Inevitable Directive
1d6 Directive
1 To hunt fugitives of the law and those who try to escape punishment.
2 To write, deliver, or witness the signing of minor contracts.
3 To apprehend those who break interplanar contracts.
4 To enforce the laws of life and death, hunting those who would deny the grave or otherwise disrupt the flow of souls into the afterlife.
5 To maintain the laws of space and time, investigating permanent portals between planes or temporal disruptions and disorder.
6 To support the divine order and help stop those who seek to destroy or become gods.

Your Contract

To an inevitable, the spirit of an agreement is nothing, and the letter of the law is everything. Work with your DM to determine the nature of your contract, how it might be enforced, what directive best suits your campaign, how closely you might be monitored, and what the consequences might be for breaking it. Breaking your contract, however, shouldn’t mean an immediate end for your character. Instead, it should create interesting and meaningful complications.

For example, if you serve a marut hunting someone who broke an extraplanar contract, your patron may suddenly appear to drag you back to the Halls for judgement should you be discovered aiding your quarry or allowing it to escape justice. As punishment, you might temporarily lose access to one or more of your warlock class features, or be assigned a proctor to observe you more carefully, such as a modron for a familiar.

Expanded Spell List

1st-level The Inevitable feature

The Inevitable 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.

Inevitable Expanded Spells
Spell Level Spells
1st longstrider, magic missile
2nd knock, silence
3rd haste, sending
4th locate creature, resilient sphere
5th geas, wall of force

Mark of Justice

1st-level The Inevitable feature

You can use divination magic to help you tail, investigate, or interrogate leads and quarries. As a bonus action, you can mark one creature you can see. You have advantage on any Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) or Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check you make to find that creature and on any Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) check you make against it. The mark lasts until you use this feature again.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Rule of Law

1st-level The Inevitable feature

You learn the command spell. It counts as a warlock spell for you, but doesn’t count against the number of spells you know.

You can cast command as a bonus action once without expending a spell slot. You can’t do so again until you finish a short or long rest.

Law of Averages

6th-level The Inevitable feature

You can impose law and order through the actions of those around you. When an ally you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to cause it to forgo rolling the d20 and treat the die as if it rolled 8 + your proficiency bonus.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Protective Edict

10th-level The Inevitable feature

You can declare your authority and punish those who deny it. You can cast the sanctuary spell once without expending a spell slot. Whenever a creature damages the target before the spell ends, you can use your reaction to cause that creature to take force damage equal to your warlock level. If you are the target, dealing this damage doesn’t end the spell for you. Once you cast sanctuary in this way, you can’t do so again until you finish a short or long rest.

Unerring Strike

14th-level The Inevitable feature

As an action, you can deal 50 force damage to a creature within 5 feet of you. Once you use this feature, you can’t use it again until you finish a long rest.