![]() Any creature that fails its saving throw is blinded and cannot use its reaction until the end of your next turn.įurthermore, you may choose to heal any creatures other than yourself that are within 10 feet of you when you use this ability. ![]() Any creature that succeeds is momentarily dazed and has disadvantage on all Wisdom (Perception) checks relying on sight and cannot use its reaction until the end of your next turn. All hostile creatures within 5 feet of you must make a Constitution saving throw against your spell save DC. Starting at 6th level, when you take damage that would reduce you to less than half your maximum hit points, you may use your reaction to emit a flash of radiant energy. Starting at 1st level, you are resistant to radiant damage, and whenever you roll a critical hit on a weapon or spell attack, you deal an amount of radiant damage equal to your Charisma modifier (minimum of 1) in addition to the attack’s regular damage. The following spells are added to the warlock spell list for you. Your connection to the Upper Planes lets you choose from an expanded list of spells when you learn a warlock spell. Nonetheless, warlocks who pledge themselves to celestial patrons are often called to lives of protection, healing, and defending the weak against otherworldly and unnatural threats. Warlocks who deal with celestials often, ironically, find themselves in the dark regarding their patron’s motivations and find themselves tasked with duties as morally dubious as those from any other patron. They demand complete devotion from their warlocks to the paths they set before them. Though celestials are typically regarded as “good,” their agendas are as inscrutable by mortals as those of any extraplanar entity. ![]() You patron is a greater celestial from the Upper Planes, perhaps even a deity of light. If you'd rather not click it, here's the text: It's not on the Homebrewery because my computer doesn't play nice with that site. I know I need to work on some formatting, and I'm sure there are some typos I'll need to fix. Specifically, I'm looking for your opinions on 1) general flavor, 2) general balance/power level, and perhaps most importantly, 3) suggested perquisites for the invocations (particularly level prerequisites). I've been working on some homebrew warlock material for an upcoming campaign, and could use some critiquing.
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