Tethered Warlock (5e Subclass)

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Tethered Warlock[edit]

Warlock Subclass

Either through luck, or by intentions, you have heard of a creature. It is called The Conduit, the Chained one, the binding. But every tome and story says the same thing. This being has complete and total control of the smallest spells. The cantrips. And part of that power, that utter mastery, could be yours.

Expanded Spell List[edit]

At 1st level, becoming a tethered warlock allows you to choose cantrips from any class, and you learn 5 more cantrips of your choosing Your overwhelming magical power makes you a hard target to hit.

The Tethering[edit]

At 1st level when you take this subclass you no longer have access to any spell higher than a cantrip from a class ever again.

Instead you gain pact points that you can use to empower your cantrips, you start with 1 + your proficiency bonus, and each spell slot you gain/gained from this class or another is converted into pact points. 1 point per spell level.

An exception to this would be your Eldritch Invocations, and your Mystic Arcanum, which will function as normal.

Any racial spells or spell learned from feats are also not affected, but you may turn them into pact points each time it becomes available. If you do not use the pact points by the time you can use the spell, they disappear.

There are different ways you can empower your spells:

  • If the cantrips can already be upcast, you can spend 1 pact point per level to “upcast” it
  • If the cantrip has multiple effects ex. Minor illusion you can spend one point per extra effect
  • You can spend one pact point to double the length of the spell- the effect is stackable
  • If the cantrips cannot normally target more than one target you can spend 2 points per extra target
  • For 2 pact points you may double the range of a spell. This effect is stackable
  • If the cantrip has an area effect, you may use 2 pact points to increase the area, unless the spell targets individuals. The effect is stackable
  • You regain all expended pact points after a short or long rest

Cantrip Expertise[edit]

At 1st level, you may add your charisma modifier to damage rolls made by your cantrips, and you may use a bonus action to cast a cantrip

Simple Specialty[edit]

Starting at 6th level you may choose 4 cantrips to make your specialty. Once per long rest you may cast these cantrips with two free pact points attached. This increases by 2 times when you reach 10th level, and again at 14th.

Also damage of your cantrip ignores Limited Magic Immunity.

Spell Aid[edit]

At 10th level When an ally casts a spell, you may also cast a cantrip on the same target, or on your all, but you cannot use any pact points on your cantrip

Spell Suppression[edit]

When you reach 14th level, you have an additional way to use your reaction. When a triggering creature casts a spell that is not a cantrip, you may use your reaction to disrupt and cancel that spell. You can spend pact points equal to the level the spell has been cast at, unless it is wish, to stop the spell from being cast. It does not however, make the spell slot be used- just the action needed to cast the spell.

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