Homebrew:The Horned King: Difference between revisions

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[[file:great fool.jpg|right|thumb|500px]]
[[file:the horned king.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of {{PAGENAME}} subclass from [[The Crooked Moon]]}}
{{ooc note|This is an implementation of {{PAGENAME}} subclass from [[The Crooked Moon]]}}
__NOTOC__
__NOTOC__
{{base class|warlock|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|warlock|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
What horrors and sorrows can't be remedied by maniacal laughter? Warlocks that have made a pact with the Great Fool draw their enigmatic power from a powerful, otherworldly being of jolly revelry, whose twisted sense of humor is lost on mortal understanding. They are a mocking mirror to bring low the arrogant and mighty, though the Great Fool's ultimate designs are often nonsensical and incomprehensible.
Whether motivated by desperation or cunning, warlocks that have signed their name in the book of the Horned King have chosen to live deliciously in a pact sealed in blood and a corrupted soul. Bestowed the power of witchcraft by the beast that stalks the deepest woods and darkest hearts, they perfect ancient rituals and weave maledictions toward aims only they know. With each victim of their malign spells filled with rot, hate, and agony, they become more like their patron until they effortlessly wield his kingly might.


Many warlocks of the Great Fool adopt a signature aesthetic and performance style that best represents their folly. The Foolish Personas table offers archetypes of fools with suggestions for corresponding outfits and routines.
Warlocks of the Horned King prefer particular implements in working their magic. The Witchcraft Implements table offers options for your favored reagents.


{| class="wikitable"
{| class="wikitable"
|+ Foolish Personas
|+ Witchcraft Implements
! 1d6 !! Persona
! 1d6 !! Implements
|-
|-
| 1 || '''The Harlequin.''' An elegant outfit of diamond motley with a painted mask—performs dances, gives eloquent speeches, and plays tricks
| 1 || Candles made from tallow mixed with blood
|-
|-
| 2 || '''The Jester.''' A two-toned, checkered motley outfit with cap and bells—favors feats of acrobatics, tumbling, and juggling
| 2 || Dried bundles of herbs or mushrooms
|-
|-
| 3 || '''The Joker.''' A vibrant, colorful suit with wild hair and bowler hat—favors silly jokes, slapstick comedy, and clumsy self-deprecation
| 3 || Skulls or long bones carved with glyphs
|-
|-
| 4 || '''The Mime.''' A striped, black-and-white shirt with a flat cap and red suspenders—pantomimes comical scenarios without speaking
| 4 || Crushed berries or roots mixed into a paste
|-
|-
| 5 || '''The Sad Clown.''' A monochromatic, one-piece outfit with pointed hat and puffball buttons—utilizes melodramatic melancholy and song
| 5 || Iron cauldron marked with symbols
|-
| 6 || '''The Tramp.''' A patch-covered coat, tattered scarf, scuffed shoes, and cigar—leverages sardonic wit, insults, and mocking observations
|-
|-
| 6 || Curved blade for offering animal sacrifices
|}
|}


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''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You learn the ''[[spell:vicious-mockery|vicious mockery]]'' cantrip, and {{PAGENAME}} 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.
{{PAGENAME}} 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"
|+ Great Fool Expanded Spells
|+ Horned King Expanded Spells
!Spell Level !! Spells
!Spell Level !! Spells
|-
|-
|1st || ''[[spell:disguise-self|disguise self]]'', ''[[spell:hideous-laughter|hideous laughter]]''
|1st || ''[[spell:animal-friendship|animal friendship]]'', ''[[spell:bane|bane]]''
|-
|-
|2nd || ''[[spell:rope-trick|rope trick]]'', ''[[spell:spiritual-weapon|spiritual weapon]]''
|2nd || ''[[spell:spike-growth|spike growth]]'', ''[[spell:suggestion|suggestion]]''
|-
|-
|3rd || ''[[spell:blink|blink]]'', ''[[spell:stinking-cloud|stinking cloud]]''
|3rd || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:fly|fly]]''
|-
|-
|4th || ''[[spell:phantasmal-killer|phantasmal killer]]'', ''[[homebrew:puppet master|puppet master]]''
|4th || ''[[spell:phantasmal-killer|phantasmal killer]]'', ''[[spell:polymorph|polymorph]]''
|-
|-
|5th || ''[[spell:arcane-hand|arcane hand]]'', ''[[spell:mislead|mislead]]''
|5th || ''[[spell:dominate-person|dominate person]]'', ''[[spell:scrying|scrying]]''
|}
|}


== Killing Joke ==
== Witch Mark ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You see the humor in everything—especially in the end of things. When a creature you can see within 60 feet of you takes damage or fails a saving throw, you can use your reaction to cast ''[[spell:vicious-mockery|vicious mockery]]'' on that creature. You can use this reaction a number of times equal to your Charisma modifier (minimum of once). You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.
When you finish a long rest, you can imbue magic into a nonmagical Tiny object you're holding. Choose one warlock spell you know that has a casting time of 1 action. A creature holding the marked object can take an action to cast the spell (using your Charisma modifier, spell attack bonus, or spell save DC). The mark fades when the spell is cast from it or when you finish a long rest.


== Jester's Japes ==
== Malediction ==
''6th-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''
 
You can call upon the Horned King's malice to manipulate luck and fate. As an action, you can magically curse a creature you can see within 60 feet of you until the end of its next turn. Alternatively, when a creature within range targets you with an attack roll or a spell, you can use your reaction to curse the creature with your choice of one of the curses below. 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 long rest.


By calling down an aspect of the Great Fool, you can curse your foes. As an action, you target a creature you can see within 60 feet of you and force it to succeed on a Charisma saving throw against your spell save DC or suffer one of the following curses (your choice).
;''Agony.''
:The target has disadvantage on its next attack roll or Constitution saving throw to maintain concentration (your choice).
;''Hate.''
:The target has disadvantage on its next Intelligence, Wisdom, or Charisma saving throw (your choice).
;''Rot.''
:The next time the target takes damage, it takes an extra 1d10 necrotic damage, and it can't regain hit points until the end of its next turn.


;''Flower Spurt.''
== Spiteful Curse ==
:You spray a strange liquid at the creature's eyes, causing it to be blinded.
''6th-level {{PAGENAME}} feature''
;''Clown Shoes.''
:The creature's feet or similar appendages grow to awkwardly exaggerated proportions. The creature's speed is halved, and it has disadvantage on ability checks and saving throws that rely on Dexterity.
;''Honk Honk.''
:The creature emits sounds, such as honks, chimes, or squeaks, that are audible out to 100 feet with every movement, no matter how slight. The creature can't hide and can't benefit from the invisible condition.
;''Jolly Arms.''
:Any weapon or unarmed strike the creature attacks with, including natural weapons such as fangs and claws, takes on a comical appearance as if it were made of wood, stuffed cloth, or balloons. The target deals half damage with weapon attacks and unarmed strikes.


The curse lasts for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the curse on a success.
When you use Malediction, you can now cast ''[[spell:bestow-curse|bestow curse]]'' once without a spell slot as the action or reaction for that feature, and you regain the ability to cast it in that way when you finish a long rest. If the target succeeds on its saving throw against the spell, your use of this feature isn't expended.


Once you use this feature, you can't do so again until you finish a short or long rest.
When you cast the spell in this way, its range becomes 60 feet, and it lasts 1 minute with no concentration required. If the target succeeds on its saving throw against the spell, choose one of the Malediction curses, and the target suffers that curse instead.


== Mocking Banter ==
== Crown of Horns ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


Your witty and insulting japes become biting to the point of needling your foes' very psyche. When a creature damages you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes psychic damage equal to the triggering damage you took, or half as much damage on a successful one.
As a bonus action, you can manifest the majestic might of the Horned King for 1 minute. For the duration, a visible mark appears on you—such as a crown made of horns surmounting your head, or you grow great antlers—and you gain the benefits listed below. Once you use this bonus action, you can't use it again until you finish a long rest unless you expend a warlock spell slot (no action required) to restore your use of it.


Once you use this reaction, you can't use it again until you finish a short or long rest.
;''Dark Heart.''
:Once on each of your turns when you damage a creature, the target takes an extra 1d8 necrotic damage.
;''King of All.''
:You radiate an aura of power out to 20 feet from you. When you activate this feature, and at the start of each of your turns, you can choose a creature you can see in the aura. The target must succeed on a Charisma saving throw against your spell save DC or suffer one of the following effects of your choice until the start of your next turn:
::<span style="font-variant-caps:all-small-caps">'''Enticement.'''</span> The target is charmed by you.
::<span style="font-variant-caps:all-small-caps">'''Wickedness.'''</span> The target has disadvantage on attack rolls and ability checks.
::<span style="font-variant-caps:all-small-caps">'''Terror.'''</span> The target is frightened of you and must move away from you by the safest route during its turn unless there is nowhere to move


== Send in the Clowns ==
== Gather the Coven ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You can call upon the laughing, jeering spirits of the followers of the Great Fool to strike down your foes. As a an action, you magically summon three ghostly fools. The fools are translucent and intangible, and they resemble clowns, jesters, or similar entertainers. Make up to three melee spell attacks against creatures within 60 feet of you. On a hit, a target takes 2d10 psychic damage and is frightened of the fools until the end of its next turn, or the target is knocked prone (your choice). You can use your action on subsequent turns to repeat the attacks.
You can now share the Horned King's power with those you deem worthy. You perform a 1-hour ritual, which can be done during a rest, forming a bond with up to six willing creatures that must remain within 10 feet of you during the ritual. You can end the bond for any number of the creatures (no action required), and the bond ends when you die. The bond grants the following benefits.


The fools remain for 1 minute or until you are incapacitated or die. Once you use this feature, you can't do so again until you finish a long rest.
;''Witchcraft.''
:Choose one of the curses from your Malediction feature. The bonded creatures can now each use that reaction option once, and they regain the ability to do so when they finish a long rest.
;''Fly By Night.''
:As a bonus action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magically teleport to the nearest unoccupied space next to the creature. You can use this benefit once, and you regain the ability to do so when you finish a short or long rest. If your Crown of Horns feature is active when you use this bonus action, the use isn't expended.
;''Hand of the King.''
:While your Crown of Horns feature is active, the first time a bonded creature damages another creature during its turn, the target takes an extra 1d10 necrotic damage.


[[category:homebrew warlock subclasses|Great Fool]]
[[category:homebrew warlock subclasses|Horned King]]

Latest revision as of 20:11, 26 July 2025

(OOC: This is an implementation of The Horned King subclass from The Crooked Moon)

Base Class: Warlock

Whether motivated by desperation or cunning, warlocks that have signed their name in the book of the Horned King have chosen to live deliciously in a pact sealed in blood and a corrupted soul. Bestowed the power of witchcraft by the beast that stalks the deepest woods and darkest hearts, they perfect ancient rituals and weave maledictions toward aims only they know. With each victim of their malign spells filled with rot, hate, and agony, they become more like their patron until they effortlessly wield his kingly might.

Warlocks of the Horned King prefer particular implements in working their magic. The Witchcraft Implements table offers options for your favored reagents.

Witchcraft Implements
1d6 Implements
1 Candles made from tallow mixed with blood
2 Dried bundles of herbs or mushrooms
3 Skulls or long bones carved with glyphs
4 Crushed berries or roots mixed into a paste
5 Iron cauldron marked with symbols
6 Curved blade for offering animal sacrifices

Expanded Spell List

1st-level The Horned King feature

The Horned King 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.

Horned King Expanded Spells
Spell Level Spells
1st animal friendship, bane
2nd spike growth, suggestion
3rd bestow curse, fly
4th phantasmal killer, polymorph
5th dominate person, scrying

Witch Mark

1st-level The Horned King feature

When you finish a long rest, you can imbue magic into a nonmagical Tiny object you're holding. Choose one warlock spell you know that has a casting time of 1 action. A creature holding the marked object can take an action to cast the spell (using your Charisma modifier, spell attack bonus, or spell save DC). The mark fades when the spell is cast from it or when you finish a long rest.

Malediction

1st-level The Horned King feature

You can call upon the Horned King's malice to manipulate luck and fate. As an action, you can magically curse a creature you can see within 60 feet of you until the end of its next turn. Alternatively, when a creature within range targets you with an attack roll or a spell, you can use your reaction to curse the creature with your choice of one of the curses below. 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 long rest.

Agony.
The target has disadvantage on its next attack roll or Constitution saving throw to maintain concentration (your choice).
Hate.
The target has disadvantage on its next Intelligence, Wisdom, or Charisma saving throw (your choice).
Rot.
The next time the target takes damage, it takes an extra 1d10 necrotic damage, and it can't regain hit points until the end of its next turn.

Spiteful Curse

6th-level The Horned King feature

When you use Malediction, you can now cast bestow curse once without a spell slot as the action or reaction for that feature, and you regain the ability to cast it in that way when you finish a long rest. If the target succeeds on its saving throw against the spell, your use of this feature isn't expended.

When you cast the spell in this way, its range becomes 60 feet, and it lasts 1 minute with no concentration required. If the target succeeds on its saving throw against the spell, choose one of the Malediction curses, and the target suffers that curse instead.

Crown of Horns

10th-level The Horned King feature

As a bonus action, you can manifest the majestic might of the Horned King for 1 minute. For the duration, a visible mark appears on you—such as a crown made of horns surmounting your head, or you grow great antlers—and you gain the benefits listed below. Once you use this bonus action, you can't use it again until you finish a long rest unless you expend a warlock spell slot (no action required) to restore your use of it.

Dark Heart.
Once on each of your turns when you damage a creature, the target takes an extra 1d8 necrotic damage.
King of All.
You radiate an aura of power out to 20 feet from you. When you activate this feature, and at the start of each of your turns, you can choose a creature you can see in the aura. The target must succeed on a Charisma saving throw against your spell save DC or suffer one of the following effects of your choice until the start of your next turn:
Enticement. The target is charmed by you.
Wickedness. The target has disadvantage on attack rolls and ability checks.
Terror. The target is frightened of you and must move away from you by the safest route during its turn unless there is nowhere to move

Gather the Coven

14th-level The Horned King feature

You can now share the Horned King's power with those you deem worthy. You perform a 1-hour ritual, which can be done during a rest, forming a bond with up to six willing creatures that must remain within 10 feet of you during the ritual. You can end the bond for any number of the creatures (no action required), and the bond ends when you die. The bond grants the following benefits.

Witchcraft.
Choose one of the curses from your Malediction feature. The bonded creatures can now each use that reaction option once, and they regain the ability to do so when they finish a long rest.
Fly By Night.
As a bonus action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magically teleport to the nearest unoccupied space next to the creature. You can use this benefit once, and you regain the ability to do so when you finish a short or long rest. If your Crown of Horns feature is active when you use this bonus action, the use isn't expended.
Hand of the King.
While your Crown of Horns feature is active, the first time a bonded creature damages another creature during its turn, the target takes an extra 1d10 necrotic damage.