Scourge Warlock (5e Class)
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Scoure Warlock[edit]
The Background of The Scourge Warlock[edit]
You're a half demon, you sold a part of your soul to the devil for a wish that you wanted. The devil then tricked you and made you do things for him. He created a demon blade which allows you to use the fiery souls in hell to burn your enemies alive. You wonder the world in search of torturing evil souls and trapping them into hell. You are able to move into the shadows and kill your enemies, while doing deeds for the devil. The first time you ever meet the devil you start to hear voices in your head they cause agonizing pain. The devil explains disrespecting him or not doing what you're told will result in agonizing pain. You agree to obey his command, as you return you realize you like killing people and it increases your blood lust and have the need for killing people. The more you kill the more you get excited, it is said the people that have died from his hand have said that his fighting became more aggressive and more powerful the more he fights with you.
You start to become the talk of the town and are known across the lands. As you absorb the souls of your victims your blade become more powerful and allows you to unleash new attacks and absorb souls to heal yourself. You eventually meet people going on a hunt and join your team in adventure to satisfy the lust for murder and excite your blood lust.
Creating a Scourge Warlock[edit]
- Quick Build
You can make a scourge warlock quickly by following these suggestions. First, Constitution should be your highest ability score, followed by wisdom. Second, choose the charlatan or acolyte background. Third, choose your starter equipment which can be either leather armor or chain mail (lower speed).
Class Features
As a Scourge Warlock you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Scourge Warlock level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Scourge Warlock level after 1st
- Proficiencies
Armor: Leather Demonic Armor or Chain Mail Demonic Armor
Weapons: Demon Blade
Tools: No Tools
Saving Throws: Wisdom and Charisma
Skills: Choose Two Skills From: Arcana, Deception (recommended), History, Intimidation (recommended), Investigation, Nature, Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a component pouch or (b) an arcane focus or (c) a scholar's pack or (d) a dungeoneer's pack
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Soul Flame | — | — | — | — | — |
2nd | +2 | Soul Claw | 2 | — | — | — | — |
3rd | +2 | Soul Reap | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Wraith Form | 4 | 2 | — | — | — |
6th | +3 | Soul Reaper | 4 | 2 | — | — | — |
7th | +3 | Stack | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Meteor Strike | 4 | 3 | 2 | — | — |
10th | +4 | Choosing Sub Class | 4 | 3 | 2 | — | — |
11th | +4 | Angel Wings/Devil Wings | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Crying Skull, Angel's Light | 4 | 3 | 3 | 1 | — |
14th | +5 | Satan's Armor, Angel Guardian | 4 | 3 | 3 | 1 | — |
15th | +5 | Summoning Succubus, Incubus / Halo Stun | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | God's Creation, Devil's Anger | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Heavenly Light, Soul Healing | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Satan's Evil Demonic Armor, God's 1,000 Armed Karan | 4 | 3 | 3 | 3 | 2 |
Class Feature[edit]
Your character is on the evil side meaning that you're not very evil but a little evil.
- this is the traits or the way you act good or evil
You must obey the devil's order
- results may end up in rolling for an insanity check, or rolling for a wisdom check on being hypnotized
Make sure the GM knows about the devil
- At any time the GM can tell you that the devil is telling you to do something
If you choose The Path of God at 10th level, You will no longer have to obey the devil's orders and you go from evil to good.
- Let the GM know that if you choose the path of God that those rules no longer apply anymore
Subclass Features[edit]
At 10th level, you chose one of two paths. Choose between The Path of Godly Light or The Path of Satanic Rule, both are detailed at the end of the class description. Your choice grants you features at 10th level and again from 11th level to 20th level.
Ability Score Increase[edit]
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.
Class Feature[edit]
You must obey the Devil or any other high ranking demon (i.e. if a campaign has royal demon guards they are higher and you must obey them or do a intimidation check and see if you can intimidate them to not control you).
The Path of Godly Light[edit]
God talks to you, He tells you that you've committed a lot of sin. He offers you a deal to be one of his royal angelic knights. Satan tells you not to leave and that he will cause a great amount of pain and make you suffer, However you remember why you chose to go to Satan and realize that being manipulated by Satan isn't what you want. You accept God's offer and his hands pull you into his grasps and begin to purify you. Your demonic armor turns into bright, radiant angelic armor. Your spells allow you to shoot out the souls of angelic warriors. Use angels to heal yourself, the people around you and your friends, You also protect the people who are worthy.
- Royal Angelic Warrior
You're an angelic warrior that God turned you into. He purified you and destroying the curse placed upon you from Satan. Though you plead your name for god people start trusting but Clerics, Priests, and Paladins don't trust you still. Reaching 15th level the people, Clerics, Priests, and Paladins trust you a lot more and everyone starts to put faith in you.
- Good Versus Evil
The purification by God removes the curse and you're blood lust. Your emotional scars are still there but God helps you avoid that. You go from chaotic evil to lawfully good in the name of god. By letting the souls of monsters and other beings cursed into the darkness. The people of Heaven and the people that have faith give their faith in you. At 20th level you are able to take all the faith and trust and summon God's 1,000 Armed Karan.
- Losing Control
Though your curse has be purified by god, you still have emotional scars from the Devil. God helps you control them and make sure you don't lose control. Negative emotions can make you spiral into the past. When this happens you must make an insanity check to see if you go insane or get back into control. All of your kills are no longer to collect souls for the devil. They're now to release there soul and purify it in the name of God.
Path of Godly Light Spell List[edit]
You know all of the spells on the basic Scourge Warlock spell list before 10th level and additional spells based on your subclass.
- 11th Level
Angel Wing: Allows you to double your movement when you're in initiative, you're also able to glide, but not to fly off the ground
- 13th Level
Angel's Light: Allows you to shoot a giant beam of radiant light that does 1d6 radiant damage plus 1d4 burn damage for 3 rounds
- 14th Level
Angel Guardian: Summons a suit of angel armor that allows you to add a 1d6 to all of your attack it takes 1 round to summon it. (Meaning that you say you summon it and then after another round and it gets to you it will summon
- 15th Level
Halo Stun: Creates a halo over an enemy that stuns them for 1 turn. If the creature succeeds the saving throw it becomes immune to stun for 24 hours
- 17th Level
God's Creation: Absorb light the light to summon a giant replica of God himself. This will do 6d6 damage plus 3d4 radiant damage for three rounds. This takes 3 rounds to summon.
- 18th Level
Heavenly Light: Absorb the light and create a field of light healing energy that spreads around 60 feet this will allow each player in the field to heal 1d6 health points every round. The field lasts for 3 rounds. Giving someone 3,6,9,12,15,18 Hit Points Back
- 20th Level
God's 1,000 Armed Karan: Creates a statue with long arms which count 1000 in total. You infuse it with magic and you're able to control it. This spell takes two rounds to summon it and an extra round to infuse it with magic. This spell does 8d6 and 4d4 total. This spell is an aoe attack.
The Path of Satanic Rule[edit]
Though you hear the path of god he tries to pull you into the light you don't let him take you. His hands come down, and you back up. There he is God himself. He tries to take you but as he charges towards a red being comes into view and blocks the attack. The attack pushed you back and onto the ground. It takes you a second but you realize its Satan, the one you worship. As you watch them you fade to blackness. When you wake up there he is Satan. He begins to tell you his story and about how God betrayed him and sent him into hell. His fall burned his skin, killed the feathers off his wings his horns begin to grow and when he landed he was surrounded by lava and darkness. His hatred for God has made him more powerful. You start to realize that he is actually the one that is good. He congratulates you for his bravery and tells you that you are loyal. As such he makes you into one of his royal demonic guards. Your clothing glows red energy and your fiery soul becomes more powerful. He removes the curse that causes you pain because he knows your loyal.
- Glowing Eyes
Your eyes glow red and get brighter when your in more emotions. This gives you an intimidation boost based on your eyes and how serious you are.
- God's Anger
God is very angry at you. This anger has cursed you, you are now weak to radiant damage and take more damage from radiant damage. (Dungeon Master can decide how much radiant damage is multiplied by. Can only go up to 2x)
- Losing Control
You are in better control of your emotions thanks to Satan's help. Don't let it go to your head. In the heat of battle, you anger may get to much and can lose control. If you are hit with damage that exceeds more than 15 HP you must roll an insanity check to see if you lose control or not. Both DM and You roll a 1d20 if you have more than the DM you don't lose control however if you lose. You lose control for 1 turn.
The Path of Satanic Rule Spell List[edit]
You know all of the spells on the basic Scourge Warlock spell list before 10th level and additional spells based on your subclass.
- 11th Level
Demon Wings: Allows you to double your movement when you're in initiative, you're also able to fly up to ledges and other things off the ground
- 13th Level
Crying Skull: Summons a big skull over the enemy it begins to cry the raging burning tears of the souls and causes 2d6 damage and 1d4 burning of 2 rounds and affects anyone within 30 foot area.
- 14th Level
Satan's Armor: Summons Satan's demonic armor that allows you to add a 1d6 to all of your attack it takes 1 round to summon it. (Meaning that you say you summon it and then after another round and it gets to you it will summon)
- 15th Level
Summoning Succubus, Incubus: Summon a succubus or incubus to put the enemy into a hypnotic trance. For male creatures a succubus is summoned and for women an incubus is summoned. They must roll a wisdom check to escape trance.
- 17th Level
Satan's Rage: Using the massive amount of anger Satan has you're able to grow a giant sword or shield from red glowing energy. A shield will be able to shield attacks, the hp of the shield will break after taking more damage than 100 hit points
- 18th Level
Soul Healing: Take the souls from hell to create a field of healing energy and heals 1d4 over 4 rounds. Meaning you can heal up to 4, 8, 12, 16 hit points.
- 20th Level
Satan's Evil Demonic Armor: Take your time, channel your energy, and release it to summon a giant armor made of fiery energy. You have summoned Satan's Demonic Armor. Takes 2 turns to summon it. Adds 3d6 to all attacks and 4d4 for fire damage over 3 turns. Your attacks are aoe and this is the ultimate spell. After 3 turns it dissipates or when initiative is over
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