Homebrew:The Horned King

(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.
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.
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.