Destiny Warlock, variant (5e Class)
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Destiny warlock
Warlock
Golden eyes flashing, an awoken stretches out her hand and unleashes the solar light that burns within her. As an inferno rages around her body, spectral wings spread from her back and she takes to the air.
Long cloack whipped by a storms wind, a human spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of arc light surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, an exo points a hand infused with a ball of necrotic energy at a hord of charging monitor. A blast of purple neon springs from her open palm to strike the creatures. She ducks back behind the rock formation with a grin, as the necrotic ball turns her foes to dust. Warlocks carry the travellers light and study it with an unyielding dedication. Although anyone can study the uses of the light as one learns a language, its the traveller who chooses who becomes a guardian with the ability to harness it, or so it is thought.
Raw light
Light is a part of every guardian, suffusing body, mind, and spirit with a celestial power that waits within. Some warlocks wield light that surpasses the laws of physics. Others carry a raw, uncontrolled electronic power within them, a chaotic storm that manifests when called upon. Most of the time, the talents of a warlock comes from years of meditation and study, some warlocks are naturally capable. So too might the gift of a the travellers power come from exposure to the elemental forces of the universe that is the light giving a glimpse into the inner workings of reality. Warlocks have spent their time wirh books and ancient tomes of lore, but that doesn't mean that they are incapable of fighting. They have some basic combat skill and have been trained in how to use a multitude of weapons as any guardian should. But their true ability comes by learning to harness and channel their own inborn light, they can discover new and staggering ways to unleash that power.
City Consensus and Factions
This section is fore character development a player may want to add one of the following factions to their characters story or roleplay the factions ideology. A player also might wish to make their own.
- Short history
Before the City was founded, the Risen joined factions located within the refugee camp beneath the Traveller. When the fighting broke out, all of the many factions were trying to seize power and control the City. The wars came to an end when the Fallen began attacking and the factions were too weak to fight. The ensuing peace treaty united the refugee camp as the Last City, and established the government of the city as the Consensus, the Vanguard, and the Speaker, to promote cooperation instead of fighting one another.
The Consensus was founded at the conclusion of the Faction Wars and was made to keep peace between the factions and the Vanguard. They authorized the attempt to retake the Moon from the Hive, against Lord Shaxx's protests. After the invasion met with disaster, they also gave the order to retreat and collected intel and casualty reports.
The Consensus makes all of the decisions regarding the security of The City, and public order. The head of the Consensus is The Speaker, who calls meeting in to order, and delivers the final say.
The Vanguard: The Vanguard is a faction that consists of high-ranking Guardians who are considered the best of their respective classes. Dedicated to the protection of humanity and the reclamation of humanities lost golden age. Prior to the Red War, the Vanguard originally resided in the Hall of Guardians in the Tower.
The new monarchy: New Monarchy advocates abolishing the Consensus and transferring governmental power from the Speaker and the consensus to an elected Monarch.
The Future War Cult: The FWC (through vex time simulation technology) believes that another war with The Darkness cannot be avoided, regardless of whether they stay in or flee the City; therefore they must be ready to fight.
Dead Orbit: Dead Orbit wants to abandon the City and intend to escape the dying Earth before The Darkness returns, as they've no longer believe the Traveller can protect humanity and put little faith in The City's ability to hold out against a major attack.
Creating a Warlock
Creating a warlock character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with the light? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a guardian that passed on some power to you or did a ghost wake you from death? What drew you forth from your life of study? Did your first taste of knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other warlock? Perhaps you’re simply eager to put your newfound skills to the test in the face of danger.
- Quick Build
You can make a warlock quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Third, should be your Constitution, then finally choose the Sage background.
Class Features
As a Destiny warlock you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Destiny warlock level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Destiny warlock level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: All vehicles, Artisans Tools, Tinkers Tools
Saving Throws: Wisdom, Intelligence
Skills: Choose two skills from Arcana, History, Investigation, Insight and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two Melee weapons or (b) Two Firearms or (c) One Melee weapon and one Firearm
- (a) Hide Armour and 20 Ammo or (b) Hide Armour and 10 Ammo for each
- (a) a Components Pouch or (b) an Arcane Focus
- Scholars Pack
- If you are using starting wealth, you have If you are using starting gold you have 5d4 x 10 GP. in funds.
Level | Proficiency Bonus |
Features | Light Points | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Connection to a higher power, Lights Resonance, Reach, | 0 | — | — | — | — | — |
2nd | +2 | Fighting Style, Light manipulation Spell casting, Sub-class | 2 | 2 | — | — | — | — |
3rd | +2 | Attunements, Channel Super, Rifts | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack, | 5 | 4 | 2 | — | — | — |
6th | +3 | — | 6 | 4 | 2 | — | — | — |
7th | +3 | Sub-class tree Feature, | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 4 | 3 | — | — | — |
9th | +4 | Rift improvement | 9 | 4 | 3 | 2 | — | — |
10th | +4 | The search for answers | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Rift improvement | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 12 | 4 | 3 | 3 | — | — |
13th | +5 | Rift improvement | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Cleansing light | 14 | 4 | 3 | 3 | 1 | — |
15th | +5 | Sub-class tree Feature | 15 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 16 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 17 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | A scholar of light | 18 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 19 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Sub-class tree Feature | 20 | 4 | 3 | 3 | 3 | 2 |
Connection to a higher power
Though in the the destiny games it is not out-rightly stated, it is my interpretation that a Guardians Light is some how connected to for lack of a better word their soul, and the soul of the traveller. This somehow turns a resurrected Guardian in to Para-causes being and allows them to harness the power of theirs souls to gain immortality, super human abilities and to be able manipulate the fabric of the universe (all be it to a limited degree) around them.
- Benefit (Resurrection) At 1st level, Your ever faithful companion and connection to the traveller, your ghost has brought you back from the dead. Though you have shattered memories of your past life, but that's not important now. Upon falling unconscious your ghost will appear to resurrect you granting you the ability to cheat death and fully healing you once per day.
- Side-effect (light Removal) With your connection to the light you are granted great benefits,but it also comes with grate cost, you are now more vulnerable to spells, magical effects and weapons that effect a creatures light (or lack of a better word soul). You take double damage form effects that damage the soul directly and have a (- 2) to any rolls, saves or check against such effects.
Reach
Your Magical prowess and intellect allows you to throw magical power behind your melee attacks rather than using dexterity like a hunter or brute strength like titan at a range off 10 ft
Lights Resonance
At 1st level, As a warlock you are granted the grace and elegance of light, you have a flight speed equal to your walk speed. At the end of your turn you gently fall back to the ground. You also gain advantage on history and religion checks as well as any intelligence saves you may need to make
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery / ranged
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defence
While you are wearing armour, you gain a +1 bonus to AC.
- Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Magic touch
You are specifically trained in to use magic to enhance your melee in combat, you can use either your charisma, wisdom or Intelligence modifier instead of your strength modifier to make unarmed attacks.
Spell casting
- Spell casting
By 2nd level, you have learned to draw on the light through meditation and training to infuse you equipment with the light as any guardian can. See Spells Rules for the general rules of spell casting. you regain all spent spell slots upon finishing a long rest.
- Grenade and Melee spells
Each sub-class has a list of associated Grenades and melee spells. You gain access to these at the levels specified in spells description. Once you gain access to a Grenades and melee spells, you always have it prepared.
- Spell casting Ability
Intelligence is your spell casting ability for your spells, since your power derives from the strength of your understanding of the light. You use your Intelligence whenever a spell refers to your spell casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ability, spell or super effects you cast and when making an attack roll.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spell casting Focus
You can use anything, for example your weapons or a holy symbol (see the Adventuring Gear section) as a spell casting focus for your spells.
Light Points
At 2nd level, you can manipulate the light of the universe to your will. You have 2 Light points, and you gain more as you reach higher levels, as shown in the Light points column of the Warlock table. You can never have more Light points than shown on the table for your level. You regain all spent Light points when you finish a long rest. You can use your Light points to gain additional spell slots, or sacrifice spell slots to gain additional Light points. You learn other ways to use your Light points as you reach higher levels.
- Creating Spell Slots
- You can transform unspent light points into one spell slot as a bonus action on your turn.
- The Creating Spell Slots table shows the cost of creating a spell slot of a given level.
- You can create spell slots no higher in level than 5th.
- Any spell slot you create with this feature vanishes when you finish a long rest.
Spell Slot Level | Light Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Light manipulation
At 2nd level, you gain the ability to twist your light to suit your needs. You gain two of the following light manipulation options of your choice. You gain another one at 10th and 17th level. You can use only one light manipulation option on a spell when you cast it, unless otherwise noted.
- Careful Casting: When you cast a spell or ability that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s or ability full force. To do so, you spend 1 Light point and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell or ability.
- Distant casting: When you cast a spell or ability that has a range of 5 feet or greater, you can spend 1 Light point to double the range. When you cast a spell or ability that has a range of touch, you can spend 1 Light point to make the range up to 30 feet.
- Heightened casting: When you cast a spell or ability that forces a creature to make a saving throw to resist its effects, you can spend 3 Light points to give one target disadvantage on its first saving throw made against the spell or ability.
- Quickened casting: When you cast a spell or ability that has a casting time of 1 action, you can spend 2 Light points to change the casting time to 1 bonus action for this casting.
- Subtle casting: When you cast a spell or ability, you can spend 1 Light point to cast it without any somatic or verbal components.
- Twinned casting: When you cast a spell or ability that targets only one creature and doesn’t have a range of self, you can spend a number of Light points equal to the spell’s or ability level to target a second creature in range with the same spell or ability. To be eligible, a spell or ability must be incapable of targeting more than one creature at its current level.
Sub-class
When you reach 2nd level, you can choose from one of three sub-classes that gives access to a Warlock spells. as well as granting your channel super a damaging magical attack at 3rd level. Each sub-class has three perk trees to chose from that change how the sub-classes work, once you have chosen this tree you cannot change it.
Channel Super
At 3rd level in battle, you call upon the light. On your turn, you can cast a super as a bonus action. Each super has different affects that are defined by your sub-class.
Your super lasts for 5 turns unless specified differently by your subclass or a perk tree affect.
Some super perks allow you to choose certain affects that will be explained in the perks description.
Some supers also allow you to enhance your super buy consuming 3 additional light points per-level from your remaining pool, to a maximum 5th level.
For the purposes of Enhancing you super and the Dispel Magic spell your Channel super is considered to be as strong as a 3rd level spell. you channel super is not effected by the spell counter spell.
For the purposes of Enhancing you super and the Dispel Magic spell your Channel super is considered to be as strong as a 3rd level spell. you channel super is not effected by the spell counter spell
Rift
By 3rd level, As a bonus action you can deploy a 10 ft radius rift at your feet that lasts for 3 turns, you can only deploy one rift at a time. You chose which Rift you will have during a short or long rest.
You have the options from the following rifts:
- Healing Rift: Conjure a well of Light that continuously heals those inside it. Your self and any friendly creature ends its turn in the rift it is healed by half warlock level rounded down.
- Empowering Rift: Conjure a well of Light that increases weapon damage for those inside it. Any friendly creature is granted an additional 2d4 radiant damage while inside the area of affect.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The search for answers
Starting at 10th level, you have advantage on all arcana checks.
Cleansing Light
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain uses when you finish a long rest.
A scholar of light
Starting at 18th level, thanks to your time studying you are granted a better understanding of the light. Whenever a hostile creature within 30 feet of you make a saving throw, the creature takes a decrease to the saving throws result equal to your spell casting modifier (with a minimum of -1). You must be conscious and not incapacitated for this to take affect.
Sub-class choices
Dawn Breaker
Daybreak Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 5 turns or until you end it as a bonus action. During it, you have an additional 30 feet of flying speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your warlock level.
- Grenade and melee spells
Warlock level | Spells |
---|---|
2nd | Scorch:
Evocation Level: 1 Casting time: 1 Bonus Action Range: 10 feet Components: S Duration: Instantaneous At the cost of a 1st level spell slot your palm expels flaming radiant energy that on a hit deals 1d6 radiant damage + spell casting modifier, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels. |
4th | Solar Grenade:
Transmutation Level: 1 Casting time: 1 Action Range: 60 feet (10-foot-radius) Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast) Duration: Instantaneous Your grenade create a 10-foot-radius sphere of Flaming radiant energy centred on a point within range. The sphere spreads around corners, It lasts for 2 rounds, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 radiant damage. Any target that ends its turn within the grenade radius must make DC Constitution save or take 1d6 radiant damage. On a successful save the creature takes half damage. At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. |
6th | Fire bolt Grenade:
Transmutation Level: 2 Casting time: 1 Action Range: 60ft (10 foot radius) Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast. Duration: Instantaneous You throw a grenade that creates bolts of fire that in a 10 ft radius shoot forth from the point of impact. Each target with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd. |
9th | Fusion grenade:
Transmutation Level: 3 Casting time: 1 Action Range: 60 feet (10 foot radius) Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast) Duration: Instantaneous you can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 Fire damage, the target also takes 3d8 Radiant damage upon detonation at the start of your next turn.Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 Radiant damage on a failed save, or half as much damage on a successful one. At higher level If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Sub-class Perk trees
Path of the Sky
Warlock Level | Perk |
---|---|
5th | Celestial Fire: At 5th level, When you cast the scorch using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot above 1st level. On a hit you can extend the strike to one additional the target within 10 ft of you as part of that same attack. |
7th | Winged Sun: At 7th level, If you engage your enemies while air born, on a hit your weapons attacks are considered to deal magical fire damage. |
15th | Heat Rises: At 15th level, You can choose to consume a 1st level spell slot to boost your powers of flight keeping you air born at the end of your turn. |
20th | Icarus Dash: At 20th level, While air born you can to take the dodge action for free. |
Path of the Flame
Warlock Level | Perk |
---|---|
5th | Igniting Touch: At 5th level, When you cast your scorch spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot above 1st level. Additionally your Scorch spell can now sets the targets a blaze. A target hit by your spell must make DC Constitution saves save against your spell save DC or take be considered burning, on a successful save the target is not considered burning. While burning the creature is vulnerable to elemental damage types till the end of its next turn. |
7th | Fated for the Flame: At 7th level, When you roll your weapon attacks during your channel super you have advantage on attack rolls and attack rolls made against you have disadvantage. |
15th | Everlasting Fire: At 15th level, All attacks made during your channel super now deal the extra radiant damage equal to half your warlock level rounded down. |
20th | Phoenix Dive: At 20th level, While in mid-air you can use a reaction to quickly descend and restore your health to an amount equal to half your warlock level. While Daybreak is active, Descending causes an explosion of radiant energy with a 10 ft cube around you. A target must make a dexterity saving throw against your spell casting DC of a failed save the target takes half your warlock level in radiant damage, On a successful save the target takes half damage. |
Path of grace
Warlock Level | Perk |
---|---|
5th | Well of Radiance: At 5th level, As you cast your Channel super you can choose to channel you daybreak energy into the ground to create a more powerful rift, Healing and empowering your allies within 15 feet radius for 5 turns.
(Doing this consumes your channel super, you cannot use any other rift abilities while the Well of radiance is active). |
7th | Guiding Flame:At 7th level, you inspire others through you divine presence. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can see or hear you. That creature gains one Inspiration die, a 1d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DMs says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. |
15th | Divine Protection; At 15th level, You can convert your spell slots into a blessing that heals ally targets with in 30 ft of you. As a bonus action you consume a 3rd level spell slot to grant you and your allies resistance to one damage type of their choice. If you activate divine protection while air borne you can stay air borne after your turn ends. |
20th | Benevolent Dawn: At 20th level,During your daybreak you extend you additional radiant damage, to one of your allies of your choice for their first attack of their turn. As a bonus action you can choose to change which ally is granted the extra radiant damage. |
Storm Caller
Storm trance
A beam of crackling, blue energy lances out toward a creature within a range of 30 ft, forming a sustained arc of lightning between you and the target for 5 turns. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The super ends if the target is ever outside the spell’s range or if it has total cover from you.
- Grenade and Melee spells
Warlock level | Spells |
---|---|
2nd | Thunder Strike:
Evocation Level: 1 Casting time: 1 Bonus Action Range: 10 feet Components: S Duration: Instantaneous At the cost of a 1st level spell slot your palm expels flaming radiant energy that on a hit deals 1d6 Lightning damage + spell casting modifier, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels. |
4th | Arc Bolt Grenade:
Transmutation Level: 1 Casting time: 1 Action Range: 60 ft (10ft cube) Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast) Duration: instantaneous You throw a grenade that creates 10ft cube. Each target in the 15ft cube must succeed on a Dexterity saving throw against your spell casting DC. A target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. |
6th | Pulse Grenade:
Transmutation Level: 2 Casting time: 1 Action Range: 60 feet (10-foot-radius) Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast) Duration: up to 15 seconds (3 turns) Your grenade create a 10-foot-radius sphere of sparking lightning centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area must make a Dexterity saving throw. A creature takes 2d8 Lightning damage on a failed save, or half as much damage on a successful one. Any creatures that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage. At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd. |
9th | Storm Grenade:
Conjuration Level: 3 Casting time: 1 Action Range: 60 feet (10 foot radius) Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast) Duration: Instantaneous You create a 10-foot-radius sphere of clouds centred 30 ft directly above a point within range. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each target directly below the summoned cloud must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one as a bolt of lightning strikes the target. At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd. |
Sub-class perk trees
Path of the elements
Warlock level | Perk |
---|---|
5th | Rising storm: At 5th level, When you cast the Thunder strike spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. Your Thunder strike also has an extended range of 5 ft. |
7th | Landfall: At 7th level, while in mid air if you cast the Storm trance super, you release a bolt of lightning into the ground creating a devastating shock wave under you. Any creatures with in a 10 ft radius directly underneath you must make a Dexterity save against your spell save DC, on a failed save they take full 1d12 lightning, the targets are also considered paralysed till the end of your next turn. On a successful save the targets take half damage and is not considered paralysed. |
15th | Electronic Surge: At 15th level, Your rifts last 2 turn longer, and has a chance not to consume your bonus action. You roll 1d6 on a 5 or 6 you keep your bonus action. |
20th | Arc Souls: At 20th level, as your spawns a storm elemental that aids you in battle for 3 turns. |
Path of conduction
Warlock level | Perk |
---|---|
5th | Chain Lightning: At 5th level, When you cast the Thunder strike spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. you can move the attack to one additional target with in 30 ft of you for each spell slot above 1st level to a maximum of 5th level. |
7th | Transcendence: At 7th level, When casting storm trance, you are granted temporary hit points to an amount equal to half your warlock level rounded down till your super ends. |
15th | Arc Web: At 15th level, Enemies damaged by your grenade spells have a chance double their damage. You roll 1d6 on a 5 or a 6 you double the damage of your grenades. |
20th | Ionic Blink: At 20th level, during your Storm trance as your action you teleport yourself to an unoccupied space you can see within range a 60 ft. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this ability and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. |
Path of control
Warlock level | Perk |
---|---|
5th | Chaos reach: At 5th level, when you cast storm trance you can choose to use your action you can unleash a channelled beam of concentrated arc energy in a 10 ft wide by 30 ft long line dealing 1d12 lightning damage. Each creature within the beam must make a dexterity save against your spell save DC on a failed save the creature is stunned for 5 turns, the creature has a chance to end the stun affect early at the end of its turn.
(Using this ability consumes your super use). |
7th | Blinding Lightning: At 7th level, When you cast the Thunder strike spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. also on a hit thunder strike now has a chance to blind the target, the target must make a constitution save against your spell save DC or be blinded for 3 turns. |
15th | Ionic Trace: At 15th level, critically hitting a creature with your Thunder strike spells grants an extra 1d6 lightning damage on weapon attacks made by your allies against that creature till then end of its next turn. |
20th | Pulls Wave:At 20th level, Being critically hit triggers an energy wave that boosts yours and your allies speed. You and your allies are considered to be under the affect of the heist spell till the end of your next turn. |
Void Walker
Nova Bomb
A bright purple streak flashes from the palm your hand to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 15-foot radius must make a Dexterity saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The necrotic energy spreads around corners.
- At higher level
When you cast this super, you can enhance it further by spending 3 addition Light points per-level, when you enhance your super you increase the number of damage dice by one additional die for each damage type.
- Grenade and melee spells
Warlock level | Spells |
---|---|
2nd | Energy Drain:
Necromancy Level: 1 Casting time: Reaction. Range: 10 feet, self Components: S Duration: Instantaneous As a reaction, At the cost of a 1st level spell slot your palm expels and negate the damage from an attack that deals magical and non-magical elemental damage types. you can then chose to either attack or absorb the energy. this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.
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4th | Vortex Grenade:
Transmutation Level: 1 Casting time: 1 Action Range: 60 feet (10 foot radius) Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast) Duration:Up to 15 seconds (3 turns) Your grenade create a 10-foot-radius sphere of dark purple void centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 necrotic damage. Any target that ends its turn within the grenade radius must make DC Constitution save or take 1d6 necrotic damage. On a successful save the target takes half damage. At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. |
6th | Axion Bolt Grenade:
Transmutation Level: 2 Casting time: 1 Action Range: 60ft (10-foot Radius) Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast) Duration: instantaneous You throw a grenade that creates bolts of necrotic energy that in a 10 ft radius shoot forth from the point of impact. Each target with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd. |
9th | Scatter Grenade:
Transmutation Level: 3 Casting time: 1 Action Range: 60ft feet (10ft radius) Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast) Duration: instantaneous As an action, you can throw a grenade that splits and cover a 10 ft Radius. Any target that enters or starts its turn in the area must succeed on a DC 15 Dexterity saving throw or take 3d8 necrotic damage. At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd. |
Sub-class perk trees
Path of chaos
Warlock level | Perk |
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5th | Cataclysm Nova Bomb: At 5th level, Your nova bomb strikes the ground, creating a burst of necrotic energy that ripples outward from the point of impact. Each creature you choose within 30 feet of the point of impact must succeed on a Constitution saving throw or 5d6 necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. |
7th | En-tropic Pull: At 7th level, Strike an enemy with your Energy Drain spell you drain the enemy's energy and use it to charge your abilities. When you cast the Energy drain spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. on a hit you roll 1d6 on a 6 your spell is free. |
15th | Chaos Accelerate: At 15th level, Draw power from your inner light to overcharge your spells, making them deadlier and more effective. You can sacrifice light points to boost a spells power rather than spending any spell slots, each spell slot level that you increase the spells power by costs 3 light points. |
20th | Bloom: At 20th level, Channel Super, Melee and grenade spell kills cause enemies to explode in a 15 ft radius dealing 6d6 necrotic damage. |
Path of hunger
Warlock level | Perk |
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5th | Devour: At 5th level, When you cast the Energy Drain spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. Killing an enemy with your Energy Drain spell triggers Devour ability.
Health Regeneration: killing a creature with Energy Drain heals you for by an amount equal to your spell casting modifier. |
7th | Feed the Void: At 7th level, You can consume a 3 light points spell slots to Activate the Devours health regeneration with out having to kill any enemies. |
15th | Insatiable:At 15th level, the Devour effect now has double the healing effect. |
20th | Vortex: At 20th level, Now your Nova Bomb creates a singularity which continually damages enemies trapped inside. The singularity lasts for 5 turns has a spherical radius of 15 ft that is considered tough terrain, Any target that ends its turn within the radius must make DC Constitution save or take 2d8 necrotic damage. On a successful save the target takes half damage. |
Path of fission
Warlock level | Perk |
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5th | Nova Wapp:
At 5th level, You can activate your super to infuse you body with energy from the void step between dimensions to subvert the laws of physics. Your basic actions during this channel super:
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7th | Atomic Breach: At 7th level, When you cast the Energy Drain spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st. your Energy Drain hits at extended range granting you an additional 5 ft and creates a void explosion. On a hit the creature explodes with void energy, each target within 10 ft of the original target must make a DC constitution save, on a failed save the target takes 1d6 necrotic damage. On a successful save the target takes half damage. |
15th | Hand-Held supernova: At 15th level, As a bonus action you can consume one your 5 light points to empower your Energy Drain dealing an additional 2d6 force damage on your next Energy Drain attack till the end of your turn. |
20th | Dark Matter: At 20th level, Melee and grenade spell kills grant health regeneration equal to 10 hit points. |
Multiclassing
Prerequisites. To qualify for multiclassing into the Destiny warlock class, you must meet these prerequisites: You must have At least an intelligence score and dexterity score of 13
Proficiencies. When you multiclass into the Destiny warlock class, you gain one of the following proficiencies: Arcana, History, Investigation, Insight and Religion
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