Difference between revisions of "Deepdweller Warlock (3.5e Alternate Class Feature)"
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|author_name=the bluez in the dungeon | |author_name=the bluez in the dungeon | ||
|date_created=28/12/2020 | |date_created=28/12/2020 | ||
− | |status= | + | |status=Complete |
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{{3.5e Alternate Class Feature | {{3.5e Alternate Class Feature | ||
|name=Deepdweller Warlock | |name=Deepdweller Warlock | ||
− | |summary= | + | |summary=Warlocks of the depths have a strong with connection with aberrations, vermins and magic of the sea, caves and Underdark. They exist in two variants, depending on their environment, be it marine or underground. |
− | |prereq= | + | |prereq=Caveborn Warlock: must know the invocation ''spiderclimb''. |
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− | Seafaring Warlock: must know the invocation ''swimming the Styx''. | + | :::: Seafaring Warlock: must know the invocation ''swimming the Styx''. |
|class=[[Warlock In The Dungeon (3.5e Class)|Warlock In The Dungeon]] | |class=[[Warlock In The Dungeon (3.5e Class)|Warlock In The Dungeon]] | ||
|level=3rd and 8th | |level=3rd and 8th | ||
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|benefit=You must choose one of the two subcategories. Your choice is definitive. | |benefit=You must choose one of the two subcategories. Your choice is definitive. | ||
− | ==== | + | ====Caveborn Warlock==== |
− | Add the [[ | + | Add the [[Climb]] and [[Knowledge]] (dungeon) skills as class skills. You may use [[Knowledge]] (dungeon) to orient yourself through caves and underground and to locate cave hazards. The invocation ''otherwordly whispers'' gives a bonus on [[Knowledge]] (dungeon) checks also. |
− | * '''Cavern Adaptation''': This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your [[climb speed]] from the ''spiderclimb'' invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the [[SRD:Earth Effect|earth]] descriptor and cave hazards equal to +4. By level 7th you gain a +4 bonus on saves against [[SRD:Mind-Affecting Effect|mind-affecting effects]]. By level 11th you gain tremorsense out of 10 feet (3 meters) and a +4 on saves against [[transmutation]] effects. By level 15th your tremorsense increases to 20 feet (6 meters). By level 19th you gain a +4 bonus against [[divination]] effects. | + | * '''Cavern Adaptation''': This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your [[climb speed]] from the ''spiderclimb'' invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the [[SRD:Earth Effect|earth]] descriptor and cave hazards equal to +4. By level 7th you gain a +4 bonus on saves against [[SRD:Mind-Affecting Effect|mind-affecting effects]]. By level 11th you gain [[SRD:Tremorsense|tremorsense]] out of 10 feet (3 meters) and a +4 on saves against [[transmutation]] effects. By level 15th your [[SRD:Tremorsense|tremorsense]] increases to 20 feet (6 meters). By level 19th you gain a +4 bonus against [[divination]] effects. |
− | * | + | * '''Web Mind''': This feature works as fiendish resilience and substitutes it, as well as all of its improvement. As a free action you may gain [[SRD:Telepathy|telepathy]]. This effect lasts for 2 minutes or a number of minutes equal to its Charisma modifier, whichever is higher. You may communicate with any intelligent creature within 20 feet (6 meters) telepathically. They may answer back by thinking. By level 13th the range increases to 30 feet (9 meters) and to 40 feet (12 meters) by level 18th. You may split the time in multiple uses. You may only communicate with one target per Charisma modifier (minimum one), chosen when you activate this effect. |
− | '''Special''': If you have a natural climb speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to ''spiderclimb'' apply to your climb speed. | + | '''Special''': If you have a natural climb speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to ''spiderclimb'' apply to your climb speed. You are also immune to the effects of webs. |
====Seafarer Warlock==== | ====Seafarer Warlock==== | ||
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Add the [[Knowledge]] (nature) and [[Swim]] skills as class skills. You may use [[Knowledge]] (nature) to orient yourself at sea and underwater and to forecast the weather. The invocation ''otherwordly whispers'' gives a bonus on [[Knowledge]] (nature) checks also. | Add the [[Knowledge]] (nature) and [[Swim]] skills as class skills. You may use [[Knowledge]] (nature) to orient yourself at sea and underwater and to forecast the weather. The invocation ''otherwordly whispers'' gives a bonus on [[Knowledge]] (nature) checks also. | ||
− | * '''Water Adaptation''': This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your [[swim speed]] from the ''swimming the Styx'' invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the [[SRD:Water Effect|water]] descriptor and water hazards equal to +4. By level 7th you gain a +4 bonus on saves against [[SRD:Mind-Affecting Effect|mind-affecting effects]] and immunity to the effects of water pression (but not to magic that uses water pression). By level 11th you gain tremorsense out of | + | * '''Water Adaptation''': This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your [[swim speed]] from the ''swimming the Styx'' invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the [[SRD:Water Effect|water]] descriptor and water hazards equal to +4. By level 7th you gain a +4 bonus on saves against [[SRD:Mind-Affecting Effect|mind-affecting effects]] and immunity to the effects of water pression (but not to magic that uses water pression). By level 11th you gain [[SRD:Tremorsense|tremorsense]] out of 15 feet (4,5 meters), but only in water, and a +4 on saves against [[transmutation]] effects. By level 15th your [[SRD:Tremorsense|tremorsense]] increases to 30 feet (9 meters). By level 19th you gain a +4 bonus against [[divination]] effects. |
− | * | + | * '''Fluid Mind''': This feature works as fiendish resilience and substitutes it, as well as all of its improvement. As a free action you may gain [[SRD:Telepathy|telepathy]], by level 8th. This effect lasts for 2 minutes or a number of minutes equal to its Charisma modifier, whichever is higher. You may communicate with any intelligent creature within 20 feet (6 meters) telepathically. They may answer back by thinking. By level 13th the range increases to 30 feet (9 meters) and to 40 feet (12 meters) by level 18th. You may split the time in multiple uses. You may only communicate with one target per Charisma modifier (minimum one), chosen when you activate this effect. |
'''Special''': If you have a natural swim speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to ''swimming the Styx'' apply to your swim speed. You also gain the ability to breath water, if you don't have it. | '''Special''': If you have a natural swim speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to ''swimming the Styx'' apply to your swim speed. You also gain the ability to breath water, if you don't have it. | ||
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[[Category:User]] | [[Category:User]] | ||
[[Category:Alternate Class Feature]] | [[Category:Alternate Class Feature]] | ||
+ | [[Category:Homebrew Alternate Class Feature]] | ||
{{Navboxes}} | {{Navboxes}} |
Latest revision as of 19:24, 3 April 2021
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Deepdweller Warlock
Warlocks of the depths have a strong with connection with aberrations, vermins and magic of the sea, caves and Underdark. They exist in two variants, depending on their environment, be it marine or underground.
Class: Warlock In The Dungeon
Prerequisites: Caveborn Warlock: must know the invocation spiderclimb.
- Seafaring Warlock: must know the invocation swimming the Styx.
Level: 3rd and 8th
Replaces: Damage Reduction, Fiendish Resilience, Different Skills
Benefit: You must choose one of the two subcategories. Your choice is definitive.
Caveborn Warlock
Add the Climb and Knowledge (dungeon) skills as class skills. You may use Knowledge (dungeon) to orient yourself through caves and underground and to locate cave hazards. The invocation otherwordly whispers gives a bonus on Knowledge (dungeon) checks also.
- Cavern Adaptation: This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your climb speed from the spiderclimb invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the earth descriptor and cave hazards equal to +4. By level 7th you gain a +4 bonus on saves against mind-affecting effects. By level 11th you gain tremorsense out of 10 feet (3 meters) and a +4 on saves against transmutation effects. By level 15th your tremorsense increases to 20 feet (6 meters). By level 19th you gain a +4 bonus against divination effects.
- Web Mind: This feature works as fiendish resilience and substitutes it, as well as all of its improvement. As a free action you may gain telepathy. This effect lasts for 2 minutes or a number of minutes equal to its Charisma modifier, whichever is higher. You may communicate with any intelligent creature within 20 feet (6 meters) telepathically. They may answer back by thinking. By level 13th the range increases to 30 feet (9 meters) and to 40 feet (12 meters) by level 18th. You may split the time in multiple uses. You may only communicate with one target per Charisma modifier (minimum one), chosen when you activate this effect.
Special: If you have a natural climb speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to spiderclimb apply to your climb speed. You are also immune to the effects of webs.
Seafarer Warlock
Add the Knowledge (nature) and Swim skills as class skills. You may use Knowledge (nature) to orient yourself at sea and underwater and to forecast the weather. The invocation otherwordly whispers gives a bonus on Knowledge (nature) checks also.
- Water Adaptation: This feature substitutes the damage reduction feature, as well as all of its improvement. At level 3rd your swim speed from the swimming the Styx invocation increases by 10 feet (3 meters). You gain a bonus on saves against effects with the water descriptor and water hazards equal to +4. By level 7th you gain a +4 bonus on saves against mind-affecting effects and immunity to the effects of water pression (but not to magic that uses water pression). By level 11th you gain tremorsense out of 15 feet (4,5 meters), but only in water, and a +4 on saves against transmutation effects. By level 15th your tremorsense increases to 30 feet (9 meters). By level 19th you gain a +4 bonus against divination effects.
- Fluid Mind: This feature works as fiendish resilience and substitutes it, as well as all of its improvement. As a free action you may gain telepathy, by level 8th. This effect lasts for 2 minutes or a number of minutes equal to its Charisma modifier, whichever is higher. You may communicate with any intelligent creature within 20 feet (6 meters) telepathically. They may answer back by thinking. By level 13th the range increases to 30 feet (9 meters) and to 40 feet (12 meters) by level 18th. You may split the time in multiple uses. You may only communicate with one target per Charisma modifier (minimum one), chosen when you activate this effect.
Special: If you have a natural swim speed (or if you have it by virtue of class or template) you may forgo the invocation requirement and all bonuses to swimming the Styx apply to your swim speed. You also gain the ability to breath water, if you don't have it.
Back to Main Page → 3.5e Homebrew → Character Options → Alternate Class Features
the bluez in the dungeonv |
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Author | the bluez in the dungeon + |
Class | Warlock In The Dungeon + |
Identifier | 3.5e Alternate Class Feature + |
Rating | Undiscussed + |
Summary | Warlocks of the depths have a strong with connection with aberrations, vermins and magic of the sea, caves and Underdark. They exist in two variants, depending on their environment, be it marine or underground. + |
Title | Deepdweller Warlock + |