Citadel of Goodwin (5e Subclass)

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Citadel of Goodwin Patron[edit]

Warlock Subclass

The Citadel of Goodwin and those sworn to protect it had stood for almost two millennia before falling to the legions of an evil conqueror. In the final moments, the Citadel’s high wizard gathered the remaining power of the Citadel and sequestered it in its own pocket dimension. Through his final sacrifice, he scattered the mere handful of surviving defenders across the multiverse.

The Citadel of Goodwin retains a fair amount of power and doles it out to those who would further its goals of good and justice.

Expanded Spell List[edit]

The Citadel of Goodwin 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.

Citadel of Goodwin Expanded Spells
Spell Level Spells
1st cure wounds, shield
2nd lesser restoration, see invisibility
3rd water walk, wind wall
4th freedom of movement, resilient sphere
5th greater restoration, wall of force

Tend the Wounded[edit]

At 1st level, you gain a pool of d8s that you may spend to restore hit points to the wounded. The number of dice in the pool equals your warlock level. As an action, you can touch a creature and draw a number of dice up to your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

Spending this dice also allow the target to regrow body parts that have been severed or otherwise lost. The amount of dice required to regrow a limb is 1 for a minor missing part such as a finger, toe, tooth, or ear to 4 for a major limb or damaged organ.

Missile Defense[edit]

Starting at 6th level, you can use your Reaction to project a small blast of force to block or deflect a missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Charisma modifier + your warlock level.

Stepping[edit]

Starting at 10th level, you can create small platforms of force at will as a free action. Doing so requires concentration. A failed concentration check will cause the platform to immediately vanish. Using the platforms, you can travel horizontally at half your standard movement rate, applying modifiers as usual. You may also create stairs to change height at a reduced movement rate. Each platform will disappear after you leave it.

As a reaction, you can create a series of small platforms to slow your descent so that you take no falling damage.

Unraveling[edit]

Starting at 14th level, you concentrate your eldritch blast into a thin green ray to annihilate the doings of evil. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

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

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