Know (5e Subclass)

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Know[edit]

Warlock Subclass

Some time ago you herd rumors of wondrous things. Rumors of light beneath the skin of the world, rumors of histories erased from the world, and rumors of an adage spoke by peculiar smiths, "the tools get in the way". These rumors eventually led you to an odd house on an odd road; within the house was a single letter planted on a lone table. This letter meant for you detailed entities next to the gods in power, these entities where called 'Hours', and in the letter it said that with effort, you can kill and usurp one of these beings. On the back was a list of steps for you to follow in your dreams. That night when you went to sleep, you had the most vivid dream of your life, and in that dream you found the old man on the familiar hill. That old man would be the one to lead you through the stag door, and ever seance that first step into The Mansus, you had the taste of immortality on your tongue. A taste you can never forget.

A note for roll play is to chose an aspect from Cultist Simulator and have your character at least partially embody it. For example if your character embodies lantern then make them a visionary or a tortured artist, or if they embody moth have them be unpredictable and a trickster.

Expanded Spell List[edit]

Spell Level Spells
1st sleep, *color spray, *burning hands, *compelled dual, *ray of sickness, *cure wounds, *false life, *chaos bolt
2nd moonbeam, *darkvision, *heat metal, *magic weapon, *silence, *aid, *blindness/deafness, *beast sense
3rd blink, *daylight, *resistance, *elemental weapon, *feign death, *aura of vitality, *vampiric touch, *plant growth
4th divination, *greater invisibility, *stoneskin, *summon elemental, *phantasmal killer, *aura of life, *compulsion, *giant insect
5th dream, *dawn, *immolation, *cloudkill, *antilife shell, *mass cure wounds, *hallow, *passwall
  • Pick one option per spell level

The Stag Door[edit]

At 1st level, you reside beyond the stag door within your dreams. As a consequence, you gain the following abilities: you can not have your mind be read, can cast spells without semantic or material components while asleep, can talk while asleep, and can communicate with any sleeping creature within 120 feet of you.

Uncanny Changes[edit]

At 6th level, the magics of what you have been doing come to effect you, your creature type becomes one of the following: celestial, construct, fiend, undead, or aberration. Your appearance changes to fit your new nature. As a ritual you can polymorph back to your original form; you can dispel this polymorph at will.

Ritual of Summoning[edit]

At 10th level, you discover a ritual to draw lesser beings in the wood to you. During a long rest you may summon one creature of the same type as yourself chosen in your uncanny changes feature with a CR less than or equal to half your level.

These creatures act on your turn and are controlled by you. You have control over them as long as they are on the same plane as you and they are the most recent one summoned. When not under your control these creatures are hostile to you.

Mark of the Hours[edit]

At 14th level, you gain a mark from one of the hours, they took notice of you and now you can finally get a taste of immortality again. Somewhere on your body you gain a scar depicting your hour of choice, this scar removes 2 from your maximum hit points.

As an action you can activate the following effects for three turns:

  • You gain resistance to all non-magical attacks.
  • You gain a +1 to all stats.
  • You can ignore the verbal and semantic components of spells.

Once these effects wear off you gain one point of exhaustion. You need to finish a long rest before using this ability again.

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