Homebrew:The Inevitable: Difference between revisions
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{{ooc note|This is an implementation of {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}} | |||
{{ooc note|This is an implementation of | |||
__NOTOC__ | __NOTOC__ | ||
{{base class|warlock|blockquotestyle=width: | {{base class|warlock|blockquotestyle=width:100%}} | ||
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> | |||
=== Variant: Intelligence-Based Pacts === | |||
Due to the nature of dealing with entities of law, order, or knowledge, some warlocks might have obtained an otherworldly patron through intellect and logic, rather than by force of personality and presence. At the DM's option, warlocks who have [[homebrew:the Cryptic Oracle|the Cryptic Oracle]] or [[homebrew:the Inevitable|the Inevitable]] as their otherworldly patron can choose to use Intelligence instead of Charisma for their spellcasting ability, saving throw proficiencies, and other warlock class features. | |||
If your group uses the optional rule on multiclassing in the Player's Handbook, Intelligence also replaces Charisma as an ability score minimum for these characters to multiclass as a warlock. | |||
''Note: D&D Beyond has no method of implementing this variant rule. If you wish to use it, you will have to track the changes in some other way.'' | |||
== Expanded Spell List == | == Expanded Spell List == | ||
''1st-level {{PAGENAME}} feature'' | ''1st-level {{PAGENAME}} feature'' | ||
The | 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" | ||
|+ | |+ Inevitable Expanded Spells | ||
!Spell Level !! Spells | !Spell Level !! Spells | ||
|- | |- | ||
|1st || ''[[spell: | |1st || ''[[spell:longstrider|longstrider]]'', ''[[spell:magic-missile|magic missile]]'' | ||
|- | |- | ||
|2nd || ''[[spell: | |2nd || ''[[spell:knock|knock]]'', ''[[spell:silence|silence]]'' | ||
|- | |- | ||
|3rd || ''[[spell: | |3rd || ''[[spell:haste|haste]]'', ''[[spell:sending|sending]]'' | ||
|- | |- | ||
|4th || ''[[spell: | |4th || ''[[spell:locate-creature|locate creature]]'', ''[[spell:resilient-sphere|resilient sphere]]'' | ||
|- | |- | ||
|5th || ''[[spell: | |5th || ''[[spell:geas|geas]]'', ''[[spell:wall-of-force|wall of force]]'' | ||
|} | |} | ||
== | == 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 | 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. | ||
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. | |||
== | == Law of Averages == | ||
''6th-level {{PAGENAME}} feature'' | ''6th-level {{PAGENAME}} 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 {{PAGENAME}} feature'' | ''10th-level {{PAGENAME}} feature'' | ||
You can | 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. | ||
== Unerring Strike == | |||
== | |||
''14th-level {{PAGENAME}} feature'' | ''14th-level {{PAGENAME}} feature'' | ||
As an action, you can | 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 | |||
[[category:homebrew warlock subclasses]] | [[category:homebrew warlock subclasses|Inevitable]] |
Latest revision as of 17:27, 26 July 2025
(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.
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.
Variant: Intelligence-Based Pacts
Due to the nature of dealing with entities of law, order, or knowledge, some warlocks might have obtained an otherworldly patron through intellect and logic, rather than by force of personality and presence. At the DM's option, warlocks who have the Cryptic Oracle or the Inevitable as their otherworldly patron can choose to use Intelligence instead of Charisma for their spellcasting ability, saving throw proficiencies, and other warlock class features.
If your group uses the optional rule on multiclassing in the Player's Handbook, Intelligence also replaces Charisma as an ability score minimum for these characters to multiclass as a warlock.
Note: D&D Beyond has no method of implementing this variant rule. If you wish to use it, you will have to track the changes in some other way.
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.
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 (Perception Wisdom (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 (Investigation
Intelligence (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 (Insight
Wisdom (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.