Destiny Warlock (5e Class)
From D&D Wiki
- 1 Warlock
- 2 Creating a Warlock
- 3 Class Features
- 4 Subclass
- 5 Melee Energy
- 6 Grenade Energy
- 7 Ability Score Improvement
- 8 Extra Attack
- 9 Rift Energy
- 10 Shield
- 11 9th level
- 12 Improved Critical
- 13 Improved Melee
- 14 Improved Grenade
- 15 Improved Rift
- 16 Improved Super
- 17 Become Legend
- 18 Solar Subclass
- 19 Void Subclass
- 20 Arc Subclass
Creating a Warlock
- Quick Build
As a Warlock you gain the following class features.
- Hit Points
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons, firearms
Tools: tinker tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Athletics, History, Investigation, Medicine, Perception, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an automatic rifle and pistol or (b) a hunting rifle and pistol
- (a) a shotgun or (b) a sniper rifle
- (a) an explorers pack or (b) a dungeoneer's pack
|4th||+2||Ability Score Improvement, Ability Score Improvement|
|5th||+3||Extra Attack, Subclass feature|
|8th||+3||Ability Score Improvement, Ability Score Improvement|
|12th||+4||Ability Score Improvement, Ability Score Improvement|
|16th||+5||Ability Score Improvement, Ability Score Improvement|
|19th||+6||Ability Score Improvement, Ability Score Improvement|
Beginning at 1st level when you choose this class, you will choose one of 3 subclasses. You will choose between solar, arc, or void. This will determine the damage type for your melee and grenade damage type as well as what super you use. This will also give you additional abilities at 5th level, 10th level, and 15th level.
At 2nd level, you gain the ability to infuse your light into you melee attacks. When you make an unarmed melee attack, you deal 1d6 damage. The damage dealt by your melee is decided by which subclass you have chosen. You unarmed melee attacks also have a range of 10 feet.
At 3rd level, you gain the ability to channel your light into a grenade like projectile that explodes on impact. Every creature in a 10 by 10 foot sphere must make a Dexterity saving throw. They take 2d10 damage on a fail or half as much on a success. The damage dealt by you grenade is decided by which subclass you have chosen. You may use this feature a number of times equal to your wisdom modifier.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or you can increase two ability scores by 1. As normal, you can't increase any ability score above 20 using this feature.
Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.
Beginning at 6th level, you gain the ability to channel your light into a healing rift on the ground for a short amount of time. For one minute every creature within a 10 by 10 foot cylinder centered on you retains 1d6 hit points every round. Once the rift is placed, it cannot move from where it was placed. You may use this feature twice per long rest.
Beginning at 7th level you gain temporary hit points that act as a protective shield. You gain 15 temporary hit points that regenerate every 30 minutes. Your rift ability may also regenerate your shield if you are at full health.
Beginning at 9th level, you gain the ability to summon your light into an ultimate attack. Your super is decided by which subclass you have chosen. You may use this once per long rest.
Beginning at 11th level, your unarmed attacks score a critical hit on a roll of 19 or 20.
Beginning at 13th level, you are able to channel more light into your melee ability. The damage die for your melee changes to a d10 instead of a d6. The range also increases to 15 feet.
Beginning at 14th level, you are able to channel more light into your grenade ability. Your grenade changes to 4d8 instead of 2d10.
Beginning at 17th level, you are able to change the use of your rift energy. Instead of a minute long healing ability, you may change it to a 30 second long damaging rift. For 30 seconds, when you or any non-hostile creature is in the rift. All attacks deal and extra 2 damage die. When you place a rift, you must choose which of your rift abilities to use.
Beginning at 18th level, you are able to infuse more light into your super ability. The improved super will be listed in your subclass.
Beginning at 20th level, you fully understand how to utilize your light. You are able to switch out your subclass for another, gaining all of its abilities. Whenever you finish a long rest, you may switch out your subclass for another available to your class.