The Risen War (5e Subclass)
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The Risen War[edit]
Warlock Subclass
You have made a pact with an extraplanar entity formed of and fueled by the fears of mortals; your patron is associated with the fear of senseless, unpredictable violence and conflict. This entity is usually unable or unwilling to influence the material plane beyond granting supernatural abilities to those it believes will provide even more fear that it may feed on. If it has chosen you, it either believes you will make the fear of war widespread, or that you yourself will develop into a source of this fear.
Expanded Spell List[edit]
The Risen War lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | dissonant whispers, wrathful smite |
2nd | cordon of arrows, pyrotechnics |
3rd | bestow curse, crusader's mantle |
4th | death ward, staggering smite |
5th | cloudkill, conjure volley |
Regimented[edit]
Starting at 1st level, friendly creatures within 30 feet of you gain a +1 bonus to ranged weapon attack and damage rolls.
Deserters Will Be Shot[edit]
Starting at 6th level, if a creature you can see attempts to use the disengage action, you can use your reaction force it to make a Wisdom saving throw against your spell DC, taking psychic damage equal to your Charisma modifier times 5 (2d4) and wasting their action without disengaging on a failure, or taking half as much damage and disengaging normally on a success. Additionally, you can cast heroism at 1st level with a range of 30 feet and without expending a spell slot; you must complete a long rest to cast it this way again.
Septic Rage[edit]
Starting at 10th level, attacks you make implant festering violence. You may use an action to cast the spell crown of madness targeted at any creature you have made a successful attack roll against in the past that is on the same plane as you. A spell cast in this manner doesn't expend a spell slot and has an unlimited range, but allows the target to make its Wisdom saving throw to end the effect at the start of its turn instead of the end. You must complete a long rest to use this feature again.
Total War[edit]
Starting at 14th level, you inspire brutality in all those around you. As an action, you force all creatures within 50 feet of you make a Wisdom saving throw with a DC equal to 12 plus twice your Charisma modifier to avoid entering a state of manic violence. While in this state, they are under the following effects:
- Creatures take advantage on Strength checks and saving throws.
- Creatures have a +2 damage bonus to damage rolls for melee attacks.
- Creatures gain Resistance to bludgeoning, piercing, and slashing damage.
- Creatures are unable to cast or concentrate on spells.
- Creatures become frightened of you.
This state lasts 1 minute, and ends early only if you are knocked unconscious. When you activate this feature, you can choose for each affected creature to individually ignore 1 of these effect, which may be different for each. You can use this feature again only after completing a long rest.
Pact Boons[edit]
Each Pact Boon option produces a special creature or an object that reflects your patron's nature.
Pact of the Chain. The familiar you summon could reflect its patron by being aggressive and covered in old scars. They are rarely predators.
Pact of the Blade. Your pact weapon could look improvised or subject to dozens of slapdash battlefield repairs.
Pact of the Tome. A servant of the Risen War might have a Book of Shadows that seems to have been destroyed and patched up countless times, covered in old gouges and spots of long-dried blood.
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