Coffeelock (5e Class)

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Cofeelock[edit]

Strange Life of a Cofeelock[edit]

Creating a Cofeelock[edit]


Quick Build

You can make a Cofeelock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dexerity or constitution. Second, choose the scolar background.

Class Features

As a coffeelock you gain the following class features.

Hit Points

Hit Dice: 1d6 per coffeelock level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per coffeelock level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

Table: The coffeelock

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st
2nd +2 Coffee Points, Eldritch Invocations 2 3 1 1st 1
3rd +2 Pact Boon 2 4 1 2nd 1
4th +2 Ability Score Improvement 3 5 1 2nd 1
5th +3 3 6 1 3rd 2
6th +3 Otherworldly Patron feature 3 7 1 3rd 2
7th +3 3 8 1 4th 3
8th +3 Ability Score Improvement 3 9 1 4th 3
9th +4 3 10 1 5th 4
10th +4 Otherworldly Patron feature 4 10 1 5th 4
11th +4 Mystic Arcanum (6th level) 4 11 2 5th 4
12th +4 Ability Score Improvement 4 11 2 5th 5
13th +5 Mystic Arcanum (7th level) 4 12 2 5th 5
14th +5 Otherworldly Patron feature 4 12 2 5th 5
15th +5 Mystic Arcanum (8th level) 4 13 2 5th 6
16th +5 Ability Score Improvement 4 13 2 5th 6
17th +6 Mystic Arcanum (9th level) 4 14 2 5th 6
18th +6 Otherworldly Patron feature 4 14 2 5th 6
19th +6 Ability Score Improvement 4 15 2 5th 6
20th +6 Sorcerous Restoration 4 15 2 5th 6

Otherworldly Patron[edit]

At 1st level, you have struck a bargain with an otherworldly being of your choice or channel your inner magical powers, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.

Otherworldly Patron features

Pact Magic[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list or sorcerer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Coffeelock table.

Spell Slots

The Coffeelock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your coffeelock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have one 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list or sorcerer spell list.

The Spells Known column of the Coffeelock table shows when you learn more coffeelock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new coffeelock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spell list or sorcerer spell list you know and replace it with another spell from the warlock spell list or sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your coffeelock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a coffeelock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your coffeelock spells.

Coffee Points[edit]

At 2nd level, you tap into a the buzz of coffee. This buzz is represented by coffee points, which allow you to create a variety of magical effects.

  • Coffee Points. You have coffee points equal to your coffeelock levels. You can never have more coffee points than shown on the table for your level. You regain all spent coffee points when you finish a long rest.
  • Flexible Casting. You can use your coffee points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
  • Creating Spell Slots. As a bonus action on your turn, you can expend a number of coffee points equal to the new spell slot's level to create one spell slot. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
  • Converting a Spell Slot to Coffee Points. As a bonus action on your turn, you can expend one spell slot and gain a number of coffee points equal to the slot's level.

Eldritch Invocations[edit]

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain one eldritch invocation of your choice. Your invocation options are detailed at the end of the coffeelock description or at the end of the warlock class description. When you gain certain coffeelock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Coffeelock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon[edit]

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the coffeelock spell list, they are nonetheless coffeelock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Magic

You create a jewlery that serves as a focus for your metamagic. You learn one metamagic of your choice from the sorcerer class. Whenever you complete a long rest, you may change your metamagic.

Additionally, when you make an ability check that fails, you can spend 1 coffee point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

If you lose your jewlery, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a short or long rest, and it destroys the jewlery. The jewlery turns to dust when you die.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum[edit]

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list or sorcerer spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spell list or sorcerer spell list of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Sorcerous Restoration[edit]

At 20th level, you regain 4 expended coffee points whenever you finish a short rest.

Expanded Eldritch Invocations[edit]

Weave Manuplation[edit]

You learn one metamagic option from the sorcerer class. Whenever you level up in this class, you may choose to replace this metamagic for a different metamagic option.

Instant Coffee[edit]

You create a wicked brew of coffee. As a ritual that takes 1 minute, you can create a cup of coffee infused magic. When a creature drinks the entire cup of magical coffee, they ignore all effects of exhastion for 1 hour. This magical coffee goes bad when it reach room tempature which is always 1 hour after brewing.

You can make this magical coffee once per long rest.

Additionally, as an action, you transform a tiny container filled with water into coffee.

Otherworldly Orgins[edit]

You can pick any sorcerer or warlock subclasses. If you pick a sorcerer subclass, at 10th level, you gain an additional eldritch invocation. If you pick a warlock subclass, at 18th level, you gain an additional eldritch invocation.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Coffeelock class, you must meet these prerequisites: char 13

Proficiencies. When you multiclass into the Coffeelock class, you gain the following proficiencies: Light armor and simple weapons

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