Warlocke (Destiny) (5e Class)

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Warlock

Creating a Warlock


Class Features

As a Warlock you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: Staffs, Primary, Special
Tools:
Saving Throws: INT, WIS
Skills: Pick 2 from Animal Handling, Insight, Medicine, Perception, Survival, Arcana, History, Investigation, Nature, Religion

Equipment

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

  • (a) Automatic rifle or (b) Semi-auto rifle
  • (a) Shotgun or (b) Sidearm
  • (a) An Explorer’s Pack or (b) a Dungeoner’s Pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Warlock

LevelProficiency
Bonus
Features
1st+2Healing Rift, Glide
2nd+2Empowering Rift,
3rd+2Touch the light, Push, Grenades
4th+2Ability Score Improvement, Rift range increase
5th+3Push Upgrade, Glide Upgrade
6th+3Barrier Rift
7th+3Imploding Grenade, Subclass Ability
8th+3Ability Score Improvement
9th+4Rift power increase, Glide Upgrade
10th+4Push Upgrade
11th+4Scattering Grenade, Subclass Ability
12th+4Ability Score Improvement
13th+5Glide Upgrade
14th+5Rift ability increase
15th+5Push Upgrade, Subclass Ability
16th+5Ability Score Improvement, Bloom Grenade
17th+6
18th+6
19th+6Ability Score Improvement, Subclass Ability
20th+6

Glide

At level one when you fall a great distance you can safely fall 60 feet without attaining injury. at later levels, you can select one of the following and use it in addition to.

Burst jump

at 5th level, you can use the light to burst your jumping height. you can now jump up to 20 feet.

Controled jump

at 9th level, you can use the light to stay aloft in the air longer allowing you to jump farther, and also change your direction mid-jump.

at 13th level, Briefly surrounded by the light, you teleport up to 30 feet to an unoccupied space that you can see.

Rifts

You can cast Rift two times per long rest at 3rd level, three times at 5th level, four times at 11th level, and five times at 17th level. You can only have one type of rift(Healing, Empowering) equipped at a time but can change your rift type during a long rest. You can select one of the following improvements(Range, Power, Time) for your Rift, and change the effect during a long rest.

Healing Rift

at 1st level, You can spend your action to make a rift with a 5-foot radius centered on you, all friendly creatures within this rift heal for 1d4 at the start of the creature's turn. The rift lasts for 3 turns and can be dismissed early as a bonus action.

Empowering Rift

at 2nd level, You can spend your action to make a rift with a 5-foot radius centered on you, all friendly creatures within this rift get +1 to hit and damage rolls, during that creature's turn. The rift lasts for 3 turns and can be dismissed early as a bonus action.

Rift Range Increase

at 4th level, The range of your Rift becomes 10-feet

Rift Power Increase

at 9th level, all rift bonuses and heals are doubled, Healing becomes 2d4, Empowering grants +2 to hit, and Barrier provides +2 to AC

Rift time increase

at 14th Level, your rift lasts for 6 rounds instead of 3

Push

at level 2, you learn how to use the light to push against your enemies. you can target one creature within 5 feet and deal 1d4 Force(Voidwalker), Fire(DawnBlade), Lightning(Stormcaller), additionally the creature makes a strength saving throw, on a failed save the creature is pushed back 5 feet. You can cast push two times per long rest at 3rd level, three times at 5th level, four times at 11th level, and five times at 17th level. You can select one of the following improvements for your Push, and change the effect during a long rest.

Push ability 1

At level 5, you learn to alter your push based on your subclass

Stormcaller: when you push a creature, if there is another creature in a straight line of 5 feet, you can deal 1d4 lightning damage to it.

Sunslinger: a creature pushed this way is caught ablaze, and takes 1d4 for 3 turns or until the fire is extinguished

Voidwalker: When you push a creature it takes 1d4 necrotic damage instead of force damage, you gain life equal to the damage dealt

Push ability 2

At level 10, you learn to alter your push based on your subclass

Stormcaller: Your Push can target any creature within 10 feet of you and deals 1d4 lightning damage, and pushes it five feet in a straight line.

Sunslinger: You can swing your arm, and target each creature in a 10foot cone take 1d4 fire damage, but is not pushed back.

Voidwalker: As a bonus action you can the energy from your push restore a grenade.

Push ability 3

At level 15, you learn to alter your push based on your subclass

Stormcaller: You can Push as a bonus action.

Sunslinger: If the creatures hit points would hit zero from being pushed, the creature is pushed 10 feet, and explodes dealing 1d8 fire damage to all creatures in a 5-foot radius.

Voidwalker: Your push targets all medium or smaller creatures in a 10-foot cone, causing them to float 10 feet in the air, and remain suspended until your next turn. when the spell ends any creatures that make a DC 18 DEX saving throw take no fall damage.

Grenades

When you reach the 3rd level you learn how to use the light to form a grenade, who type correlates to the subclass you have chosen. Your grenade can be thrown 30 feet and has a radius of 5 feet and lasts 2 turns. your grenade does 2d8 force damage is you chose the Voidwalker, 2D8 Fire if you chose Sunslinger, and 2d8 lightning damage if you chose Stormcaller and half as much on a successful dex save. You can cast two grenades per long rest at 3rd level, three grenades at 5th level, four grenades at 11th level, and five grenades at 17th level. You can select one of the following improvements for your grenade, and change the effect during a long rest.

Imploding Grenade

At level 7, you learn to detonate your grenade, during the second turn that your grenade is active you may use a bonus action to implode your grenade causing it to deal 1d10 damage in a diameter of 5 feet, and an extra 1d6 damage for additional 5 feet. and half as much on a successful dex save.

Scattering Grenade

At level 11, you learn to use grenades for tight quarters. As you cast your grenade, you may crush it, doing so turns the range into a 15-foot cone, dealing 1d6 damage to all creatures within the cone and half as much on a successful dex save.

Bloom Grenade

At level 16, You Channel light into your grenade before you throw it. doing so makes the radius 10 feet, all creatures that move in or start there turn in the area, take 1d8 damage. (cannot be imploded)

Subclasses

At level three your ghost teaches you how to use the light to deliver devastating attacks. no one knows how guardians choose the source of these powers, or if they are simply based on suitability.

Sun Strike

when you take this subclass at 3rd level, you can unleash the power of the sun on your foes, you conjure a blade od Solar Energy and strike at one creature within 5 feet of you, that creature is dealt 1d6 fire damage, and an additional 1d6 fire damage for each level above 3rd, and half as much on a successful dex save. You can cast Sunstrike one time per long rest at 3rd level, two times at 5th level, three times at 11th level, and four times at 17th level. during a long rest, you can pick one of the following abilities but only have one equipped at a time.

Song of Flames

at 7th level, When you activate your Sun Strike, you can additionally choose two allied creatures within 10 feet of you, they each regain a grenade slot.

Swift Strike

at 11th level, You unleash three strikes with your Sun Strike, and can target three creatures within 30 feet of you.

From Ashes

at 15th level, When you activate your Sunstrike you can additionally choose one downed friendly creature within 30 feet of you, the creature becomes stabilized and regain 1/4 their health

Rift of Radiance

at 19th level you learn to channel your Solar Energy into your rifts, when you cast Sun Strike, you forgo damage to make a rift, you can choose any number of creatures in a radius of 15 feet, and gives +2 to hit and damage rolls, and when a creature that was chosen begins its turn in the rift they recover 2d10 hit points. Suns Strike lasts for 3 turns but may be dismissed early as a bonus action. this counts as a rift.

Stormtrance

at 3rd level, when you take Stormcaller as your subclass, you learn to use arc energy, target each creature in a 15-foot cone, they take 1d6 lightning damage and an additional 1d6 for each Stormcaller level above 3rd. and half as much on a successful dex save You can cast Stormtrance one time per long rest at 3rd level, two times at 5th level, three times at 11th level, and four times at 17th level. during a long rest, you can pick one of the following abilities but only have one equipped at a time.

Storm web

at 7th, your Stormtrance becomes a radius of 15 feet, all other creatures that begin their turn or enters the radius on their turn take 4d4 lightning damage, and must pass a CON saving throw, on a failed throw the creature is stunned until its next turn, Lighting web lasts for 3 turns and maybe dismissed early as a bonus action.

Down fall

at 11th level, when you cast Stormtrance, additionally you summon a bolt of lightning on your position, each creature in a 10 foot radius must make a CON save throw, on a failed throw that creature is blinded and deafened.

Storms Reach

at 15th, the range of your storm trance becomes a 30 foot cone.

raging storm

at 19th level, you learn to harness the power of the storm, choose 3 spots in a 15 foot radius, each creature in a 5 foot radius of the chosen spots, must make a CON save throw, on a failed throw that creature is blinded and deafened. additionally each creature caught by your Stormtrance takes 1d8 lightning damage and an additional 1d8 for each Stormcaller level above 3rd, and half as much on a successful dex save

Nova Bomb

At level 3 when you become a Voidwalker you learn to gather void energy into your hand and throw it causing a cataclysm. Your Nova Bomb has a range of 30 feet and deals 1D6, and an additional 1d6 for each level of voidwalker above 3rd and half as much on a successful dex save, to each creature in a 10-foot radius. You can cast Nova Bomb one time per long rest at 3rd level, two times at 5th level, three times at 11th level, and four times at 17th level. during a long rest, you can pick one of the following abilities but only have one equipped at a time.

Void Lance

At 7th Level, you learn to sacrifice power for a range, allowing you to throw it 60 feet, all creatures in a 10-foot radius are dealt 1D4 Force Damage, and an additional 1d4 Force damage for each level of voidwalker above 3rd and half as much on a successful dex save,

Void Vortex

At 11th Level you learn to prolong the effects of your nova bomb, this, in turn, creates a vortex of void energy that lasts for one round, after impact your Nova Bomb creates a vortex with a 10-foot radius and deals 4d4 force damage to any creature that begins its turn in the area or enters the area on its turn.

Void Shatter

At 15th Level you learn to split your nova bomb, while this weakens it, it allows you to target 3 three areas in a cone of 30 feet, all creatures in a 5-foot diameter on the three spots you pick, are dealt 1D4 Force Damage, and an additional 1d4 Force damage for each level of voidwalker above 3rd and half as much on a successful dex save,

At 19th Level, you have learned to combine your nova bomb with your blink, allowing you to create a devastating move as you flank the enemy. You can teleport up to 30 feet, in an unoccupied space you can see, then each other creature in a radius of 10 feet, are dealt 1D6 Force Damage, and an additional 1d6 Force damage for each level of voidwalker above 3rd and half as much on a successful dex save,


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