Path of The Otherworldly (5e Subclass)
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- 1 Otherworldly
- 1.1 Spellcasting
- 1.2 Pact Magic
You have struck a bargain with an otherworldly being.But something has went wrong and he refused,so you fight absorb the power from one of his followers, the power inside of you grant you a direct link to the otherworldly being and also start to change your body.
|A barbarian with the powers of a Shadowfell Entity.|
|Barbarian Level||Cantrips||Spells Known||Spell Slots||Slot Level||Invocations Known|
When you reach 3rd level, you gain the ability to cast spells through pact magic. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the same book for the warlock spell list.
The Path of The Otherworldly Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
Spells known of 1st-level and Higher
At 3rd level, you know one 1st-level spell of your choice from the warlock spell list.
The spells known column of the Spellcasting table shows when you learn more warlock spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots.
Whenever you gain a level in this class you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.
Constitution is your spellcasting ability for your warlock spells since your magic is drawn from the Old Ones connected to you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace.
You can cast a warlock spell you know as a ritual if that spell has the ritual tag.
|Another Lizard 2 by Alex Cristi|
At 3rd level, the eldritch power that was insert in your body change how your body work. When raging, you have the following benefits:
- Your skin start to grow scales or hide, and this new layer of skin is strengthened by your patron. Your AC equals 10 + your Constitution modifier + your Charisma modifier while you aren't wearing armor.
- You can use your Constitution as your spellcasting modifier.
- You are now able to cast and maintain concentration on spells while in rage.
- Whenever you hit an spell attack and deal damage to the target, the spell damage increases by an amount based on your level in this class, as shown on the Rage column of the barbarian table
At 3rd level, the eldritch energy inside of you grant you connection to a otherworldly being. Choose an Otherwordly Patron option from the warlock class. You gain the 1st level Otherworldly Patron feature from your chosen Otherwordly Patron option.
In addition, you can chose a boon from the warlock Pact Boon feature.
At 6th level, your patron grants you a graft that give your body more versatility. Chose one of the following blesses:
- You have a swimming, climbing or burrowing speed (chose one) equal to your current walking speed.
- You can move along ceilings at your walking movement speed, as if they where difficult terrain.
- You don't need to breath.
- Your jump distance and height are tripled.
- You can't be moved against your will by any means.
- Your movement speed increases by 10 feet.
At 10th level, your patron will protect you from death and punish those who try to kill you. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do this, all hostile creatures within 15 feet take 1d10 + barbarian level necrotic damage. You have immunity to all damage that would not kill you outright, until the start of your next turn.
Once you use this feature, you can't do it again until you complete a long rest.
The Otherworldly Chosen One
At 14th level, you acquire the inherent capacity of beings from the other world of traveling through space in a blink of an eye. When you cast a spell of 1st level or higher, you can use your bonus action to teleport to an unoccupied space you can see within 60 feet of you.
Also, your body can change in such a way that you can ignore injuries that would be deadly to most living things. Critical hits don't deal additional damage against you. If you loose any body parts, you will regenerate then at the start of your turn. If you die and a part of your body still exists, your body will regenerate from this body part, and you will return to life in 3d20 days.