Warlocks of Astilan

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The rules for playing a Warlock are the same on Astilan, however, the Patrons that can be selected are listed on this page.

The Healer

TO BE ADDED...


A warlock that makes a pact with the Healer may not take the Pact of the Blade as his boon.

Expanded Spell List

The Healer 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:

Spell Level Spells
1st [Cure Wounds], [Healing Word]
2nd [Prayer of Healing], [Protection from Poison]
3rd [Mass Healing Word], [Protection from Energy]
4th [Aura of Life], [Death Ward]
5th [Mass Cure Wounds], [Raise Dead]


Lay on Hands

Starting at 1st level, your patron grants you the ability to heal by laying on hands as a paladin can. The only change is that you cannot remove disease instead of heal damage.

Amazing Health

Beginning at 6th level, your patron protects you from a variety of effects. You are immune to all diseases and you gain advantage on all saves against poison.

Counter Harm

Starting at 10th level, you can react to a harmful spell by using a bonus action to target the target of a harmful spell. Only spells that deal damage can be countered in this way. The creature you target gains resistance to whatever damage type is about to harm them. This resistance is in effect for one round.

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

Miraculous Touch

Upon reaching 14th level, your patron grants you the power to remove almost any type of condition afflicting another. By touching a creature, you can remove any of the following conditions: poisoned, diseased, blinded, deafened, stunned, or paralyzed. Creatures that are naturally blind or deaf cannot be helped in this way. The touch requires an action.

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


The King

TO BE ADDED...


TO BE ADDED...

Expanded Spell List

The 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:

Spell Level Spells
1st [Heroism], [Healing Word]
2nd [Prayer of Healing], [Protection from Poison]
3rd [Beacon of Hope], Motivational Speech (Acquisitions Incorporated, p. 77)
4th [Aura of Life], [Aura of Purity]
5th [Circle of Power], [Dispel Evil]


Lay on Hands

Starting at 1st level, your patron grants you the ability to heal by laying on hands as a paladin can. The only change is that you cannot remove disease instead of heal damage.

Amazing Health

Beginning at 6th level, your patron protects you from a variety of effects. You are immune to all diseases and you gain advantage on all saves against poison.

Aura of Leadership

Starting at 10th level, you radiate an aura that allows allies with 10 feet to use your Wisdom save instead of theirs. If the ally's Wisdom save is better than the warlock's, the ally instead gains advantage on the save.

Miraculous Touch

Upon reaching 14th level, your patron grants you the power to remove almost any type of condition afflicting another. By touching a creature, you can remove any of the following conditions: poisoned, diseased, blinded, deafened, stunned, or paralyzed. Creatures that are naturally blind or deaf cannot be helped in this way. The touch requires an action.

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

The Madman

TO BE ADDED...


A warlock that makes a pact with the Madman may not take the Pact of the Chain as his boon.

Expanded Spell List

The Madman 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:

Spell Level Spells
1st [Color Spray], [Dissonant Whispers]
2nd [Prayer of Healing], [Protection from Poison]
3rd [Bestow Curse], [Protection from Energy]
4th [Confusion], [Hallucinatory Terrain]
5th [Mislead], [Raise Dead]


Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, saving throw, or ability check. You must finish a long rest before you use this feature again.

Using this ability immediately causes you to roll on the Wild Magic Surge table.


Bend Reality

Starting at 6th level, you have the ability to twist the fate of others. When another creature within sight makes an attack role, saving throw, or ability check, you may, as your reaction, force them to re-roll. If they have advantage, only one die can be forced to be re-rolled. You must complete a short rest before using this feature again.

Using this feature immediately causes you to roll on the Wild Magic Surge table.


Uncontrollable Mind

Beginning at 10th level, you are immune to any magical attempts to control your mind. If you are the target of such an attempt, such as from a Charm Person spell, you are instead the center of a Wild Magic Surge and you must roll on the table. You are not immune to spells that effect you mind in others ways than control, such as Confusion.


Warp the Mind

Starting at 14th level, you are able to channel the chaos of the Madman into the mind of a creature. As an action, choose a creature within 60 feet of you. It must make a Wisdom save against you warlock spell save DC. On a failed save, the creature is effected by a Confusion spell which lasts for 1 minute. However, the creature only rolls a 1d8 on the Confusion table. You do not need to maintain concentration for the confusion to continue. In addition, regardless of whether the creature makes it save, you must roll on the Wild Magic Surge table.

You must finish a short or long rest before you can use this feature again.

The Tyrant

TO BE ADDED...


Expanded Spell List

The Tyrant 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:

Spell Level Spells
1st [Burning Hands], [Command]
2nd [Scorcthing Ray], [Flaming Sphere]
3rd [Elemental Weapons], [Fireball]
4th [Fire Shield], [Wall of Fire]
5th [Dominate Person], [Geas]


Burning Gift

Starting at 1st level, you may choose to deal fire damage with your eldritch blast instead of force damage. This must be chosen before each use of eldritch blast. You gain temp hit points equal to your Charisma modifier and Warlock level combined after reducing a creature to 0 hp with a fire effect

Master of Flame

to be added...

Obedience Through Fire

Beginning at 10th level, any creature damaged by you with a magical fire effect has disadvantage on saves vs. enchantment effects cast by you for 1 hour.

Blinding Flame

Upon reaching 14th level, when casting a fire spell, you can choose to empower it to attempt to break the target's will. One creature of your choosing that is damaged by this fire spell must immediately make a Wisdom save or be effected by dominate monster, as per the spell. This ability works once per long rest. If you fail to damage a target with the fire spell, the effect is wasted. If the fire spell affects multiple targets, the Warlock must choose one at the time of casting.