(No! Your great-granddaughter had to be a cross-dresser!)
So, after writing up my rules for the Infernal Bloodline Sorcerous Origin I ended up chatting to the members of my gaming group about what other character archetypes they'd like to see for 5E. A few interesting ideas were raised, including the subject of today's post, and rather than sit around waiting to see what Wizards release next I decided to write up my own rules for them. The first of them being for the Warlock...
Otherworldly Patron : Ancestor Spirits
Rather than being a single entity your Patron is instead the collective spirits of your long dead ancestors, a collection of half real ghosts and immaterial spectres who watch over you and the rest of your bloodline from the spirit world. Although related to you by blood your goals are not necessarily aligned, with the spirits often being more concerned with the vicarious accomplishment of their living ambitions and the settling of grudges that no longer matter to anyone but themselves.
Expanded Spell List
Your Ancestor Spirits let 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.
- 1st Level : Bless, Shield of Faith
- 2nd Level : Enhance Ability, Spiritual Weapon
- 3rd Level : Speak With Dead, Spirit Guardians
- 4th Level : Guardian of Faith, Mordenkainens Faithful Hound
- 5th Level : Commune, Geas
Ancestors Knowledge
Starting at 1st level you may, whenever you complete a Long Rest select one extra proficiency from the following list. You gain the benefits of this proficiency until you choose a different one with this feature.
- One Armour Type (Leather, Chain mail etc.).
- One Language.
- One Tool (Including Musical Instruments, Vehicles and the like).
- One Skill.
- One Weapon.
Ancestors Guidance
Starting at 6th level, you can draw upon your ancestors collective experience and knowledge to guide you in your endeavours. When making an Attack Roll, Ability Check or Skill Check you may use this feature to gain Advantage on your roll.
Once you use this feature you can't use it again until you finish a long or short rest.
A Foot In Both Worlds
Starting at 10th level you begin to transform into a creature of both spirit and corporeal matter. You gain resistance to Bludgeoning, Piercing and Slashing damage, with damage from Magical or Silver weapons ignoring this resistance.
Wrath of the Ancestors
Starting at 14th level you gain the ability to unleash the long-denied wrath of your ancestors, granting them a semi-physical form that they may strike down your enemies. As an action choose a creature within 60ft of you, they must make a Wisdom Saving Throw against your Warlock Spell Save DC. On a failed save they are Restrained until the start of your next turn and suffer 10d10 Necrotic damage. At the DM's discretion this damage type may be changed for another upon the acquisition of this class feature, this change however is permanent.
Once you use this feature you can't use it again until you finish a long rest.
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Well, that's the second Archetype that I've written up for 5th edition and I'm pretty happy with it. In comparison to those in the PHB it's a little less sinister whilst remaining morally ambiguous, after all can you safely say that every single one of your ancestors was a nice person? Likewise in terms of game play it's far more defensive, with an emphasis on buffs, protection and information gathering which I think is appropriate to concept. As usual if anyone tries this Patron out, let me know and tell me how it ran. I'd love the feedback.
That's two classes down, and I've got plenty more ideas rattling around in my head. Once I've the concept and mechanics for another set in stone I'll write it up and add it to this burgeoning series of posts, maybe I'll end up with one for each class?
Until Next Time
Happy Gaming
Michael
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