Warlock, Switched Variant (5e Class)

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Warlock, Switched Variant[edit]

Switched Universe[edit]

Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Fighters are dirty fighters and rogues are master of the blade. Druids are arcane casters meanwhile sorcerers tap into nature. Wizards use music to charm people and bards are masters of magic and skills. Paladins become more intuned to nature and rangers follow a strict oath. Artificers sacrifice their magic for blood power and blood hunters gain magic through forbidden technology.

Holy Warlocks[edit]

Warlocks from the Switched universe are very similar to clerics with warlock features. Warlocks worship their Gods in exchange Gods give a tiny portion of their power, just like tradition clerics. Warlocks make great healers and support for the entire group. Treat these warlocks the same as traditional clerics.

Creating a Warlock, Switched Variant[edit]

As you create a warlock, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.

Once you’ve chosen a deity, consider your warlock’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Quick build

You can make a Warlock, Switched Variant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Warlock, Switched Variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Warlock, Switched Variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Warlock, Switched Variant level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Investigation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • a holy symbol
  • (a) scholar's pack or (b) priest's pack
  • leather armor, any simple weapon, and 2 daggers

Table: The Warlock, Switched Variant

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Divine Domain, Covenant Magic 2 2. 1 1st -
2nd +2 Divine Invocations, Channel Divinity, Divine Domain Feature 2 3 2 1st 1
3rd +2 Divine Boon 2 4 2 2nd 1
4th +2 Ability Score Improvement 3 5 2 2nd 1
5th +3 3 6 2 3rd 2
6th +3 Divine Domain Feature 3 7 2 3rd 2
7th +3 3 8 2 4th 3
8th +3 Ability Score Improvement 3 9 2 4th 3
9th +4 3 10 2 5th 4
10th +4 Divine Domain Feature 4 10 2 5th 4
11th +4 Divine Bestowal(6th level) 4 11 3 5th 4
12th +4 Ability Score Improvement 4 11 3 5th 5
13th +5 Divine Bestowal(7th level) 4 12 3 5th 5
14th +5 4 12 3 5th 5
15th +5 Divine Bestowal(8th level) 4 13 3 5th 6
16th +5 Ability Score Improvement 4 13 3 5th 6
17th +6 Divine Bestowal(9th level) 4 14 4 5th 6
18th +6 Divine Domain Feature 4 14 4 5th 7
19th +6 Ability Score Improvement 4 15 4 5th 7
20th +6 Divine Vessel 4 15 4 5th 7

Divine Domain[edit]

At 1st level, choose one domain related to your deity. The Your choice grants you domain spells and other features when you choose it at 1st level. It also decides how to use your Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

#Divine Domain features

Covenant Magic[edit]

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

You know two cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock, Switched Variant table.

Spell Slots

The Warlock, Switched Variant 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 spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the cleric spell list. The Spells Known column of the Warlock, Switched Variant table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell from the cleric spell list, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Warlock, Switched Variant spells, so 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, Switched Variant 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
Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for Warlock, Switched Variant spells.

Divine Bolt

A special cantrip available to Warlock, Switched Variant. The Divine Bolt functions as the warlock's eldritch blast, but deals radiant damage instead of force damage.

Divine Invocations[edit]

In your study of divine lore, you have unearthed invocations, fragments of sacred knowledge that imbue you with an abiding divine ability. At 2nd level, you gain one divine invocation of your choice. Your invocation options are detailed at the end of this class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock, Switched Variant table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If a Divine invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

#Invocations

Channel Divinity[edit]

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a long rest to use your Channel Divinity again.

Divine Boon[edit]

At 3rd level, your celestial patron bestows a blessing upon you for your loyal service. You gain one of the following features of your choice: Divine Weapon, Divine Servant, Divine Scripture, or Divine Relic (optional).

Divine Weapon

You can use your action to create a divine weapon in your empty hand. You can choose the form this melee weapon takes each time you summon it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your divine weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your covenant weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your covenant weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your covenant weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Divine Servant

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you may choose one of the normal forms for your familiar or one of the following special forms: pseudodragon, cherub, photon, or a mephit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

  • Note: For the cherub, use the Imp statblock with the following changes: type becomes Celestial (Shapechanger), alignment becomes lawful good, damage immunities become radiant and necrotic, condition immunities become frightened, languages become Celestial and Common, can change into a cat, dove, or beetle, Sting becomes Slam and deals bludgeoning damage, and extra damage from slam becomes radiant.
  • Note: For the photon, use the Shadow statblock with the following changes: type becomes Celestial, alignment becomes chaotic good, damage vulnerabilities become necrotic, damage immunities become radiant and poison, replace all instances of dim-light and darkness with bright light and sunlight respectively, and vice-versa.
Divine Scripture

Your patron gives you a scripture called a Book of Lights. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the Cleric spell list, they are nonetheless Cleric spells for you.

If you lose your Book of Lights, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Divine Relic (optional)

Your patron gives you an amulet, a relic that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the relic, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The relic turns to ash when you die.

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.

Bestowals[edit]

At 11th level, your patron grants you divine gifts called Bestowals. Choose one 6th-level spell from the cleric spell list as a Bestowal. You can cast your bestowal spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more cleric spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Bestowals when you finish a long rest.

Divine Vessel[edit]

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Covenant Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Invocations[edit]

If an Divine Invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Judgement Bolt

Prerequisite: Divine Bolt cantrip

When you cast the Divine Bolt cantrip, add your Charisma modifier to the damage it deals on a hit.

Divine Shield

You may cast mage armor without expending a spell slot or material components.

Ascendant to Heaven

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Blessing of the Nature God

You can cast Speak with Animals at will, without expending a spell slot.

Divine Aid

Prerequisite: level 9

You may cast aid at will, without expending a spell slot or material components.

Divine Purity

You may cast purify food and drink at will, without expending a spell slot or material components.

Honeyed Voice

You gain proficiency in the Persuasion and Performance skills.

Commanding Voice

Prerequisite: level 7

You can cast compulsion once using a Warlock, Switched Variant spell slot. You cannot do so again until you finish a long rest.

Bond of the Relic

Prerequisite: 12th level, Divine Relic feature

While someone else is wearing your relic, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your relic can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Book of Ancient Magic

Prerequisite: Divine Scripture feature

You can now inscribe magical rituals in your Book of Lights. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Lights in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a cleric spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Lights. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock, Switched variant level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of the Archangel

Prerequisite: 15th level, Divine Servant feature

You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Mantle of Radiance

Prerequisite: 5th level

As a bonus action, you can begin to admit radiant aura that bathe you in light. This aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Performance) checks but disadvantage on all other Charisma checks. You generate 20 ft of bright light and additional 20 ft of dim light. Any other creature that starts its turn in the aura takes radiant damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Elysium's Favor

Prerequisite: level 15, Covenant Servant class feature

You can cast dispel evil and good at will, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Angel Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Creation

Prerequisite: level 7

You can cast fabricate once using a Warlock, Switched Variant spell slot. You can't do so again until you finish a long rest.

Celestial Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Divine Smite

Prerequisite: 5th level, Divine Weapon feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock, Switched variant spell slot to deal an extra 1d8 radiant damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Divine Sense

You can cast detect evil and good at will, without using a spell slot.

Holy Spear

Prerequisite: Divine Bolt cantrip

When you cast the Divine Bolt cantrip, its range is 300 feet.

Angel Eyes

You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

Divine Messenger

Prerequisite: 5th level, Divine Scripture feature

A new page appears in your Book of Lights. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Holy Warrior

Prerequisite: 5th level, Divine Weapon Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Bond of Friendship

You may converse with a willing creature telepathically. This connection can be maintained indefinitely across any distance, but only one telepathic connection can exist at a time. If you attempt to form a new telepathic bond, the previous one breaks. You must share a language with the target of this invocation. This may use this invocation on creatures with low Intelligence scores, but it does not allow them or you to understand one another, though you may still receive feelings and images.

Ward

You may cast sanctuary at will, without expending a spell slot or material components.

Lawful Order

Prerequisite: level 9

You may cast animate objects once using a Warlock, Switched Variant spell slot. You can't do so again until you finish a long rest.

Light Touch

Prerequisite: level 5

You may cast haste once using a Warlock, Switched Variant spell slot. You can't do so again until you finish a long rest.

Sacred Light

Prerequisite: level 5

You may cast faerie fire at will, without expending a spell slot.

Child of Light

Prerequisite: level 15

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is in an area of bright light or daylight.

Angel Wings

You may cast feather fall at will, without expending a spell slot or material components.

Binding Bolt

Prerequisite: Divine Bolt cantrip

When you hit a creature with Divine Bolt, its speed is halved until the end of its next turn. This effect does not stack.

Holy Fire

Prerequisite: level 7

You may cast wall of fire once using a Warlock, Switched Variant spell slot. When cast this way, half the damage the wall deals is radiant. You can't do so again until you finish a long rest.

Mark of Bravery

Prerequisite: level 5

You may cast crusader's mantle once using a Warlock, Switched Variant spell slot. You can't do so again until you finish a long rest.

Divine Siege

You may cast catapult once using a Warlock, Switched Variant spell slot. You can't do so again until you finish a long rest.

Sacred Aura

Prerequisite: level 15

You may cast aura of purity at will, without expending a spell slot.

Blessing of the Life Gods

Prerequisite: Divine Servant feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Second Chance

Prerequisite: 9th level, Divine Scripture feature

A new page appears in your Book of Lights. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Voice of Elysium

Prerequisite: Divine Servant class feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Nature's Wisdom

Prerequisite: level 9

You may cast speak with plants at will, without expending a spell slot.

Pull of God's Love

Prerequisite: Divine Bolt cantrip

Once on each of your turns when you hit a creature with your Divine Bolt, you can move that creature in a straight line 10 feet closer to yourself.

Improved Divine Weapon

Prerequisite: Divine Weapon feature

You can use any weapon you summon with your Divine Weapon feature as a spellcasting focus for your cleric spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Servant

Prerequisite: Divine Servant feature

When you cast Find Familiar, you infuse the summoned familiar with a measure of your celestal power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Repent

Prerequisite: 12th level, Divine Weapon feature

When you hit a creature with your divine weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum 1).

Protection of the Relic

Prerequisite: 7th level, Divine Relic feature

When the wearer of your relic fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Rebuke of the Relic

Prerequisite: Divine Relic feature

When the wearer of your relic is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal thunder damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Tomb of Demigods

Prerequisite: 5th level

As a reaction when you take damage, you can entomb yourself in rock, which becomes harmless dust at the end of your next turn. You gain 10 temporary hit points per warlock, Switched variant level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to Thunder damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the rock becomes dust.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Divine Freedom

Prerequisite: 7th level

You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Improved Channel Divinity

Prerequisite: 7th level

You have two uses of Channel Divinity per long rest.

Divine Domain[edit]

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

Cleric Subclasses

Warlock, Switched Variant's subclasses are exactly the same as normal Cleric subclasses except the following;

Whenever you gain heavy armor proficiency, instead you gain medium armor and shield proficiency. Cleric's subclass 8th level ability is moved up to 10th level ability. Cleric's subclass 17th level ability is moved up to 18th level ability.

Multiclassing[edit]

You cannot multiclass into or out to a class with Divine Domain (like cleric)

Prerequisites. To qualify for multiclassing into the Warlock, Switched Variant class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Warlock, Switched Variant class, you gain the following proficiencies: light armor.


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