The Risen War (5e Subclass)
The Risen War
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, particularly that found in war. 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 violence widespread, or that you yourself will develop into a source of this fear.
- Expanded Spell List
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.
Level | Spells |
---|---|
1st level | dissonant whispers, wrathful smite |
2nd | crown of madness, spiritual weapon |
3rd | bestow curse, revivify |
4th | death ward, staggering smite |
5th | cloudkill, conjure volley |
- Regimented
Starting at 1st level, you cannot be frightened. Additionally, you gain a +1 bonus to ranged weapon attacks.
- Deserters Will Be Shot
Starting at 6th level, if a creature within 30 feet of you takes the disengage action, you can force it to make a Wisdom save against your spell DC, taking 2d2 plus your Charisma modifier psychic damage and not disengaging on a failure, or half as much damage on a success. Additionally, heroism is added to your spell list.
- Septic Rage
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. A spell cast in this manner can target any creature on the same plane as you and has an unlimited range, but the target can remake its Wisdom saving throw at the start of its turn. You must complete a long rest to use this feature again.
- Total War
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 successful DC 20 Wisdom save or enter a state of manic violence. While in this state, creatures are under the following effects:
- advantage on Strength checks and Strength saving throws.
- A +2 damage bonus to damage rolls for melee attacks.
- Resistance to bludgeoning, piercing, and slashing damage.
- Unable to cast or concentrate on spells.
- frightened towards you.
This state lasts 1 minute, and ends early if you are knocked unconscious. When you activate this feature, you can choose for each creature to ignore 1 effect, which can be different for each creature. You can use this feature again after completing a long rest.
Your Pact Boon
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.
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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