Destiny Warlock (5e Class)
From D&D Wiki
- 1 Warlock
- 2 Creating a Warlock
- 3 Class Features
- 4 Subclass
- 5 Melee Energy
- 6 Grenade Energy
- 7 Ability Score Improvement
- 8 Extra Attack
- 9 Rift Energy
- 10 Shield
- 11 Super Energy
- 12 Improved Critical
- 13 Become Legend
- 14 Solar Subclass
- 15 Void Subclass
- 16 Hands of the Void
- 17 Void Soul
- 18 Bending the Void
- 19 Arc Subclass
"Warlocks have long studied the Traveler, mastering some of its arcane energies. Its true purpose remains a great mystery, but discovering truth has always driven you into the unknown. Now, our enemies are the only thing that stands between you and the lost wonders of our Golden Age." — Class description
Life after Rebirth
Almost by definition, the life of a Guardian is an adventuring life. Unless other duties take him or her away from adventuring for a time, every guardian lives on the front lines of the cosmic struggle against darkness. Fighters are rare enough among the survivors of the collapse of the golden age, but even fewer people can claim the light of a traveller. When they do revive as a guardian, these warriors turn from their forgotten pasts and take up arms to fight the darkness.
The path of a guardian leads them into the service of the speaker and the vanguard of the tower as elite warriors, but even then their loyalty can falter.
Adventuring guardians take their work seriously. A scouting mission into a enemy infested zone or a hive crypt can be the difference between the survival or demise of the last bastion of humanity. The darkness lurks every where. In lost sectors or forests that reclaimed the formerly inhabited worlds of the golden age, and even the smallest victory can change the course of history.
Creating a Warlock
- Quick Build
As a Warlock you gain the following class features.
- Hit Points
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons, firearms
Tools: tinker tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Athletics, History, Investigation, Medicine, Perception, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an automatic rifle and pistol or (b) a hunting rifle and pistol
- (a) a shotgun or (b) a sniper rifle
- (a) an explorers pack or (b) a dungeoneer's pack
|2nd||+2||Melee Energy (1d4)|
|3rd||+2||Grenade Energy (1d8)|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Subclass feature|
|6th||+3||Rift Energy (1d6), Melee Energy (1d6)|
|7th||+3||Shield, Grenade Energy (2d8)|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement, Melee Energy (1d8)|
|13th||+5||Grenade Energy (3d8)|
|14th||+5||Rift Energy (2d6)|
|16th||+5||Ability Score Improvement|
|17th||+6||Melee Energy (1d10)|
|18th||+6||Grenade Energy (4d8)|
|19th||+6||Ability Score Improvement|
Beginning at 1st level when you choose this class, you will choose one of 3 subclasses. You will choose between solar, arc, or void. This will determine the damage type for your melee and grenade damage type as well as what super you use, the damage for void is force, the damage for arc is lightning, and the damage for solar is radiant. This will also give you additional abilities at 5th level, 10th level, and 15th level.
The saving throw DC for class abilities is equal to 8 + wisdom modifier + proficiency bonus.
At 2nd level, you gain the ability to infuse your light into you melee attacks. When you make an unarmed melee attack, you deal 1d4 damage + your wisdom modifier. The damage dealt by your melee is decided by which subclass you have chosen. You unarmed melee attacks also have a range of 10 feet. At higher levels the damage die for your melee attacks increases, at 6th it becomes 1d6, at 12th it becomes 1d8, and at 17th it becomes 1d10.
At 3rd level, you gain the ability to channel your light into a grenade like projectile that explodes on impact. As a bonus action, you choose a point within 30 ft. Every creature within 10 ft of that point must make a Dexterity saving throw. They take 1d8 damage on a fail or half as much on a success. The damage dealt by you grenade is decided by which subclass you have chosen. You have a number of grenade charges equal to wisdom modifier that fully recharge on a short rest or long rest. Also, every time a creature dies that you have damaged you gain 1 grenade charge. At higher levels your grenades do more damage, 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 18 level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or you can increase two ability scores by 1. As normal, you can't increase any ability score above 20 using this feature.
Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.
Beginning at 6th level, you gain the ability to channel your light into a healing rift on the ground for a short amount of time. For one minute every creature you choose within a 10 by 10 foot cylinder centered on you regains 1d6 hit points at the end of their turn if they end their turn in the rift. Once the rift is placed, it cannot move from where it was placed. You may use this feature twice per long rest. The Rift heals 2d6 at 14th level.
Beginning at 7th level you gain temporary hit points that act as a protective shield. You gain 10 temporary hit points that regenerate every 30 minutes. Your rift ability may also regenerate your shield if you are at full health.
Beginning at 9th level, you gain the ability to summon your light into an ultimate attack. Your super is decided by which subclass you have chosen. You may use this once per short rest.
-Void- Nova Bomb- You throw a massive ball of void energy at a point you choose within 120 ft. The explosion has a 20 ft radius and anyone in the radius must make a dexterity saving throw or take 8d6 force damage on a failed save or half as much on a success. The damage increases to 10d6 at 15th level and 12d6 at 20th level.
-Solar- Sunslinger- You become encompassed in solar fire that bolsters your grenade usage. For three rounds, at the end of your turn you gain one grenade charge. Also, if you still have your usage of this super when you die, you can resurrect yourself to 1 hit point and the super remains active as normal.
-Arc- Stormcaller- You become engulfed in lightning shocking everything around you. For three rounds you have a fly speed equal to your walking speed and you can use your action to cause creatures in a 20 ft cone to make a dexterity saving throw dealing 3d12 lightning damage on a failed save and half as much on a success. The damage increases to 4d12 at 15th level and 5d12 at 20th level.
Beginning at 11th level, your unarmed attacks score a critical hit on a roll of 19 or 20.
Beginning at 20th level, you fully understand how to utilize your light. You are able to switch out your subclass for another, gaining all of its abilities. Whenever you finish a long rest, you may switch out your subclass for another available to your class.
Hands of the Void
At 5th level, you define how your void energy courses through your hands, what it does to you, and what it does to others. Choose one of the three options to improve your melee, once you choose you cannot choose another of the options.
-Reach of the Void- Your melee attack range increases by 10 ft
-Protection of the Void- When you hit with an unarmed melee attack, the temp hp granted by the Shield ability are restored instantly
-Consumption of the Void- When you deal unarmed melee damage you gain hp equal to half the damage dealt rounded up.
At 10th level your connection to void light has grown such that you receive some kind of buff to your natural abilities. Choose one of the three perks, once you choose you cannot choose another of the options.
-Soul of Reaction- Your grenade range is now 15 ft and creatures explode when they die to it similar to the grenade ability but the damage is halved
-Soul of Aegis- Your shield ability now has a max temp hp of 20
-Soul of Devouring- When you hit a creature with your unarmed attack you can choose to mark that creature. When the marked creature dies you gain hit points equal to half its max hp. You can only mark one creature at a time
Bending the Void
At 15th level, you've learned to weave your Nova Bomb to have extra abilities. Choose one of the three super upgrades, once you choose you cannot choose another of the options.
-Tracking Nova Bomb- After your Nova Bomb has exploded, 3 small orbs are created that do 1d8 force damage to creatures you choose within 60 ft of the center of the original Nova Bomb radius
-Writhing Nova Bomb- The radius of the original Nova Bomb leaves void residue that does 1d10 force damage to anyone that ends their turn in the radius
-Splitting Nova Bombs- The Nova Bomb splits into 3 separate Nova Bombs that you can place where you choose. These Nova Bombs do half damage of the original, and their radius is now 10ft