Warlock Subclass - New!
This article contains new Subclasses for the D&D 5e Warlock Class, made for the World of Venhum. Enjoy!
Call to Industry Patron
A will so strong it can't be contained, not even by a Cosmic God. When Kulm took only the most precious of things from his Plane of Existence, he also took a creature that had the greatest mind of all, it wanted to build, revolutionize and bring an era of machines and technology. Not wanting to rot away in his possession, and with the return of Red Cabal, as well as the influence of the Cosmic Gods, their voice could be heard again, ever so faint, by willing mortals from this Plane of Existence, from Venhum. A Call to Industry.
Level 1
Expanded Spell List
The Call to Industry grants you additional Spells known based on your Warlock level. In addition, these Spells are added to the Warlock Spell list for you.
Bonus Proficiency
Your patron shares its knowledge with you. You have proficiency in Mason's Tools and Tinker's Tools. Industrial Spellcasting
Starting at 1st level, your patron bestows upon you not gifts of magic, but rather how to mimic magic through technology, which some consider to be simply magitech. You cast Spells from metal objects that you either build yourself, have been gifted by your patron or infused with the will of your patron. All of your Spells loose the Vocal Component, and if they hadn't had it already, they gain the Somatic Component, and if the Spell required a Material Component, the metal object needs this material to be incorporated in its design. If you loose one or more of these metal objects, you either request them back from your patron or build a new one, which both require 8 hours of uninterrupted praying or building. If you lack the metal object of a Spell, you can't cast that Spell anymore even if it is under your Spells known. In addition, you can store an additional Spell from your Expanded Spell List inside a metal object over the course of an hour, which does not count toward your Spells known, as long as you have the corresponding Spell slot. You can use this Spell once without expending a Spell slot, casting the Spell at its original Spell level, and regain the ability to do so after a short or long rest. You may replace this stored Spell with any other Spell from the Expanded Spell List over the course of another hour, and you can only store one Spell at a time. Level 6 Boons of Metal
Beginning at 6th level, you call upon your Eldritch Invocations not from within the voice of your patron, but instead store them inside metal prosthetics to change them at will. You have access to all Eldritch Invocations for which you meet the requirements, removing your known Eldritch Invocation limit, but you still can only have a select number of them active as shown in the Warlock Class Table. To change an active Eldritch Invocation, you have to create a metal prosthesis for it and replace a part of your body with it, exchanging an active Eldritch Invocation for the one stored inside the prosthesis. To create such a prosthesis, you need to spend 100 gold pieces for each Warlock level required to gain access to the Eldritch Invocation, and an addition 300 gold pieces if it requires a specific Warlock Pact, as well as 8 hours of uninterrupted work using your Tinker's Tools. An Eldritch Invocation with no Warlock level requirement is still considered to cost at least 100 gold pieces. You can replace a prosthesis with one of the same kind using an action, and adding a new prosthesis to a lost body part or organ requires at least 1 hour of work, or a medical precedure. Level 10 Revolutionize the Body
Starting at 10th level, there is even more benefits in replacing your body parts with prosthesis', as they aid in your everyday life. You gain specific benefits for the number of limbs and or organs you have replaced with your Boons of Metal subclass feature.
1-2. Resistance to poison damage and advantage on saving throws against the poisoned and sickened condition.
3-4. Immunity against natural diseases and you ignore the first 5 levels of bleed.
5-6. You gain immunity to poison damage and the poisoned as well as sickened condition.
7-8. You gain resistance necrotic damage, but gain vulnerability to lightning damage. In addition, you are immune to bleed and exhaustion.
9-10. Your creature type changes from humanoid to construct, it also changes to construct if you were anything else than a humanoid. In addition, you regenerate hit points equal to your Constitution modifier at the end of your turn if you are below half your hit point maximum, and twice as much every hour if you are above half your maximum hit points and outside of combat. Level 14 Call to Greatness
Beginning at 14th level, you can inspire allies and other creatures to acquire motivation and strife for greatness. All projects, rituals, Spells and other activities that require at least an hour of casting time, meditation, work or other actions now only require half the time if you are there to supervise them, which includes yourself. In addition, anything supervised by you yields twice the results and or operates at twice the efficiency, meaning the Spell plant growth, for instance, would yield a one mile-radius land filled with plant life, and a windmill created under your supervision would function at double the efficiency.
Dragon Patron There is so many otherworldy things one could worship, from divine gods, cosmic ones even, as well as devils and fey, so why not the primordial rulers of Venhum itself, the Dragons. You have pledged your allegiance to one of the Primordial Dragons, or most likely, with one of their next in kin and made a pact with these powerful creatures. Through this pact, your body gained a few draconic alterations, as well as power beyond normal mortal comprehension! Level 1 Expanded Spell List The Dragon grants you additional Spells known based on your Warlock level. In addition, these Spells are added to the Warlock Spell list for you.
Gift of the Dragons
You gain one of the following features, depending on the dragon with which you made your pact with.Aszandra. You gain resistance to fire damage, grow one size larger and gain a 30ft. burrow speed.
Ceenik. You gain resistance to lightning damage and gain a 30ft. flight and swim speed.
Celebria. You gain resistance to cold damage and proficiency in Mindweaving.
Duin. You gain resistance to fire damage and you add half of your proficiency modifier(rounded up) the damage of Spell and Weapon attacks you make.
Eden. You gain resistance to force damage and whenever you take damage from attacks made within 10ft. of you, you deal force damage equal to your proficiency modifier to the attacker.
Embracil. You gain resistance to poison damage and you can cast your Spells from the Extended Spell list once without expending a Spell slot.
Gilgamesh. You gain resistance to acid damage and your critical range increases by 1, and continues to increase by an additional one for each Critical Hit in a row, to a minimum of 10-20, resetting to 19-20 on any other non-critical roll.
Ishora. You gain resistance to acid damage and you can use an action to mimic the effects of the Spell invisibility once per long rest.
Pharalanx. You gain resistance to cold damage, 45ft. of darkvision, 15ft. of bloodsense and 5ft. of blindsight.
Salatoi. You gain resistance to fire damage and the ability to regain a ressource that prompted an unfavourable reroll once per session(DM Inspiration for example).
Toomriel. You gain resistance to lightning damage, as well as proficiency in five Instruments, Languages, Skills and Tools of your choice.
Level 6
Draconic Breath
Starting at 6th level, you gain exhale a devastating draconic breath, dealing damage based on your Gift of the Dragons subclass feature. Using an action or bonus action, you can choose to either exhale in a 30ft. cone or a 60ft. long, and 5ft. wide line, dealing a number of D8s equal to your highest Spell Slot or your highest Mystic Arcanum + your Charisma modifier damage. Once used, you regain its use after a short or long rest. Level 10 Draconic Blood Pact
Beginning at 10th level, the dragons begins to respect your loyalty and offers you an extension on your pact, a blood pact. Whenever you fail a saving throw, you can succeed instead. Once you use this feature, you can't do so again until you finish a long rest. Level 14 True Draconic Transformation
Starting at 14th level, you can undergo an almost full transformation into a draconic being. Using a bonus action, you mimic the effects of the Spell draconic transformation, but instead of its Breath feature, you can use your own Draconic Breath without expending its use. In addition, all of your different movement speeds increase by an additional 50ft., exluding the ones you gain from the Spell mimicry. This transformation lasts for 10 minutes instead of 1 and does not require concentration. You regain the use of this feature after a long rest.
Wildheart Patron There is many stories of simple creatures saving people out in the wilds, even in urban areas, where its mostly populated by people. Some of these beasts are more than simple creatures and do see and understand more of the world than we ever could. The most common Wildhearts are beasts with elegance, grace and power, spanning from the great elks of Leyial and Mea'lu to the smallest of forest critters, aswell as beastial guardians, who gained power from worship or otherwise. Your power could also stem from the powerful lycanthropes in your region, that have bestowed you a different gift than their bloodcurse. Be it a debt or worship, you have been granted powers of the wild and violent nature of beasts. Level 1 Expanded Spell List The Wildheart grants you additional Spells known based on your Warlock level. In addition, these Spells are added to the Warlock Spell list for you.
Bonus Proficiency
Your Wildheart patron shares its experiences and knowledge with you. You have proficiency in Animal Handling and Nature. Savage Heart
Your Wildheart patron wants you to be closer to nature and them, allowing you to become one of their kin for a short while. You can turn into a hybrid beast similiar to a lycanthrope, using an action, for up to an hour. Your creature type becomes beast and you can understand and speak with any other beast. In addition, you learn the primal savagery Cantrip, which does not count toward your Cantrips known, and you can cast primal savagery as a bonus action while you are in your beast form. Once you use this feature, you can't use it again until you finish a short or long rest. Level 6 Pack Creature
Beasts are born into different bodies, flocks, packs or swarms, but it is crucial to never be alone in the world of Venhum. You have advantage on all attacks against the first creature each round if at least two allies are within 5ft. of it. In addition, if two or more allies are within 5ft. of you, all of you have advantage on your first saving throw each round. Level 10 Beastial Howl
Your features turn more and more feral the more you deepen your bond with your Wildheart patron, allowing you to howl, inspiring allies, instilling fear or turn the tide amidst battle. You let out a savage howl or roar that can be heard up to 300ft. away from your position, using an action, each friendly creature of your choice adds your Charisma modifier to their saving throws and each hostile creature has to make a Wisdom saving throw against your Spellcasting ability or become frightened of you for the next minute. A creature frightened this way repeats the Wisdom saving throw at the end of its turn, having disadvantage on the roll if you are in your beast form. In addition, all beasts within the range have to make a Wisdom saving throw against your Spellcasting ability or become charmed by you for one minute, heading towards your location as fast as they can, wanting to assist you, they act after your intiative in combat. Once you use this feature, you can't use it again until you finish a short or long rest. Level 14 Rythm of Nature
Finally you can hear it, the heartbeat of Venhum itself, its trees, its inhabitants, the creatures beneath and above, all is connected and you are part of it. This insight given to you by your Wildheart patron empowers you greatly, giving you 60ft. of creature sense, given that the creature is alive and not a construct or undead. In addition, you can feel the pain, the stress and emotions of creatures within 60ft. of you, allowing you to soothe their and your own heart, using an action, or a bonus action if you are in your beast form, removing the blinded, charmed, dazed, deafened, frightened, paralyzed, petrified, poisoned, silenced, stunned and terrified condition from them and yourself. You can even use this feature if you are incapacited. Once you use this feature, you can't use it again until you finish a long rest.
Warlock Level | Spells |
1st | grease, soap |
3rd | heat metal, pyrotechnics |
5th | short circuit, tiny servant |
7th | fabricate, stone shape |
9th | animate objects, creation |
Your patron shares its knowledge with you. You have proficiency in Mason's Tools and Tinker's Tools. Industrial Spellcasting
Starting at 1st level, your patron bestows upon you not gifts of magic, but rather how to mimic magic through technology, which some consider to be simply magitech. You cast Spells from metal objects that you either build yourself, have been gifted by your patron or infused with the will of your patron. All of your Spells loose the Vocal Component, and if they hadn't had it already, they gain the Somatic Component, and if the Spell required a Material Component, the metal object needs this material to be incorporated in its design. If you loose one or more of these metal objects, you either request them back from your patron or build a new one, which both require 8 hours of uninterrupted praying or building. If you lack the metal object of a Spell, you can't cast that Spell anymore even if it is under your Spells known. In addition, you can store an additional Spell from your Expanded Spell List inside a metal object over the course of an hour, which does not count toward your Spells known, as long as you have the corresponding Spell slot. You can use this Spell once without expending a Spell slot, casting the Spell at its original Spell level, and regain the ability to do so after a short or long rest. You may replace this stored Spell with any other Spell from the Expanded Spell List over the course of another hour, and you can only store one Spell at a time. Level 6 Boons of Metal
Beginning at 6th level, you call upon your Eldritch Invocations not from within the voice of your patron, but instead store them inside metal prosthetics to change them at will. You have access to all Eldritch Invocations for which you meet the requirements, removing your known Eldritch Invocation limit, but you still can only have a select number of them active as shown in the Warlock Class Table. To change an active Eldritch Invocation, you have to create a metal prosthesis for it and replace a part of your body with it, exchanging an active Eldritch Invocation for the one stored inside the prosthesis. To create such a prosthesis, you need to spend 100 gold pieces for each Warlock level required to gain access to the Eldritch Invocation, and an addition 300 gold pieces if it requires a specific Warlock Pact, as well as 8 hours of uninterrupted work using your Tinker's Tools. An Eldritch Invocation with no Warlock level requirement is still considered to cost at least 100 gold pieces. You can replace a prosthesis with one of the same kind using an action, and adding a new prosthesis to a lost body part or organ requires at least 1 hour of work, or a medical precedure. Level 10 Revolutionize the Body
Starting at 10th level, there is even more benefits in replacing your body parts with prosthesis', as they aid in your everyday life. You gain specific benefits for the number of limbs and or organs you have replaced with your Boons of Metal subclass feature.
1-2. Resistance to poison damage and advantage on saving throws against the poisoned and sickened condition.
3-4. Immunity against natural diseases and you ignore the first 5 levels of bleed.
5-6. You gain immunity to poison damage and the poisoned as well as sickened condition.
7-8. You gain resistance necrotic damage, but gain vulnerability to lightning damage. In addition, you are immune to bleed and exhaustion.
9-10. Your creature type changes from humanoid to construct, it also changes to construct if you were anything else than a humanoid. In addition, you regenerate hit points equal to your Constitution modifier at the end of your turn if you are below half your hit point maximum, and twice as much every hour if you are above half your maximum hit points and outside of combat. Level 14 Call to Greatness
Beginning at 14th level, you can inspire allies and other creatures to acquire motivation and strife for greatness. All projects, rituals, Spells and other activities that require at least an hour of casting time, meditation, work or other actions now only require half the time if you are there to supervise them, which includes yourself. In addition, anything supervised by you yields twice the results and or operates at twice the efficiency, meaning the Spell plant growth, for instance, would yield a one mile-radius land filled with plant life, and a windmill created under your supervision would function at double the efficiency.
Dragon Patron There is so many otherworldy things one could worship, from divine gods, cosmic ones even, as well as devils and fey, so why not the primordial rulers of Venhum itself, the Dragons. You have pledged your allegiance to one of the Primordial Dragons, or most likely, with one of their next in kin and made a pact with these powerful creatures. Through this pact, your body gained a few draconic alterations, as well as power beyond normal mortal comprehension! Level 1 Expanded Spell List The Dragon grants you additional Spells known based on your Warlock level. In addition, these Spells are added to the Warlock Spell list for you.
Warlock Level | Spells |
1st | chaos bolt, chromatic orb |
3rd | cesspool, dragon's breath |
5th | fly, protection from energy |
7th | guardian of nature, summon elemental |
9th | awaken, reincarnation |
You gain one of the following features, depending on the dragon with which you made your pact with.
Starting at 6th level, you gain exhale a devastating draconic breath, dealing damage based on your Gift of the Dragons subclass feature. Using an action or bonus action, you can choose to either exhale in a 30ft. cone or a 60ft. long, and 5ft. wide line, dealing a number of D8s equal to your highest Spell Slot or your highest Mystic Arcanum + your Charisma modifier damage. Once used, you regain its use after a short or long rest. Level 10 Draconic Blood Pact
Beginning at 10th level, the dragons begins to respect your loyalty and offers you an extension on your pact, a blood pact. Whenever you fail a saving throw, you can succeed instead. Once you use this feature, you can't do so again until you finish a long rest. Level 14 True Draconic Transformation
Starting at 14th level, you can undergo an almost full transformation into a draconic being. Using a bonus action, you mimic the effects of the Spell draconic transformation, but instead of its Breath feature, you can use your own Draconic Breath without expending its use. In addition, all of your different movement speeds increase by an additional 50ft., exluding the ones you gain from the Spell mimicry. This transformation lasts for 10 minutes instead of 1 and does not require concentration. You regain the use of this feature after a long rest.
Wildheart Patron There is many stories of simple creatures saving people out in the wilds, even in urban areas, where its mostly populated by people. Some of these beasts are more than simple creatures and do see and understand more of the world than we ever could. The most common Wildhearts are beasts with elegance, grace and power, spanning from the great elks of Leyial and Mea'lu to the smallest of forest critters, aswell as beastial guardians, who gained power from worship or otherwise. Your power could also stem from the powerful lycanthropes in your region, that have bestowed you a different gift than their bloodcurse. Be it a debt or worship, you have been granted powers of the wild and violent nature of beasts. Level 1 Expanded Spell List The Wildheart grants you additional Spells known based on your Warlock level. In addition, these Spells are added to the Warlock Spell list for you.
Warlock Level | Spells |
1st | beast bond, longstrider |
3rd | enhance ability, summon beast |
5th | catnap, conjure animals |
7th | giant insect, guardian of nature |
9th | awaken, commune with nature |
Your Wildheart patron shares its experiences and knowledge with you. You have proficiency in Animal Handling and Nature. Savage Heart
Your Wildheart patron wants you to be closer to nature and them, allowing you to become one of their kin for a short while. You can turn into a hybrid beast similiar to a lycanthrope, using an action, for up to an hour. Your creature type becomes beast and you can understand and speak with any other beast. In addition, you learn the primal savagery Cantrip, which does not count toward your Cantrips known, and you can cast primal savagery as a bonus action while you are in your beast form. Once you use this feature, you can't use it again until you finish a short or long rest. Level 6 Pack Creature
Beasts are born into different bodies, flocks, packs or swarms, but it is crucial to never be alone in the world of Venhum. You have advantage on all attacks against the first creature each round if at least two allies are within 5ft. of it. In addition, if two or more allies are within 5ft. of you, all of you have advantage on your first saving throw each round. Level 10 Beastial Howl
Your features turn more and more feral the more you deepen your bond with your Wildheart patron, allowing you to howl, inspiring allies, instilling fear or turn the tide amidst battle. You let out a savage howl or roar that can be heard up to 300ft. away from your position, using an action, each friendly creature of your choice adds your Charisma modifier to their saving throws and each hostile creature has to make a Wisdom saving throw against your Spellcasting ability or become frightened of you for the next minute. A creature frightened this way repeats the Wisdom saving throw at the end of its turn, having disadvantage on the roll if you are in your beast form. In addition, all beasts within the range have to make a Wisdom saving throw against your Spellcasting ability or become charmed by you for one minute, heading towards your location as fast as they can, wanting to assist you, they act after your intiative in combat. Once you use this feature, you can't use it again until you finish a short or long rest. Level 14 Rythm of Nature
Finally you can hear it, the heartbeat of Venhum itself, its trees, its inhabitants, the creatures beneath and above, all is connected and you are part of it. This insight given to you by your Wildheart patron empowers you greatly, giving you 60ft. of creature sense, given that the creature is alive and not a construct or undead. In addition, you can feel the pain, the stress and emotions of creatures within 60ft. of you, allowing you to soothe their and your own heart, using an action, or a bonus action if you are in your beast form, removing the blinded, charmed, dazed, deafened, frightened, paralyzed, petrified, poisoned, silenced, stunned and terrified condition from them and yourself. You can even use this feature if you are incapacited. Once you use this feature, you can't use it again until you finish a long rest.
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