Destiny Warlock (5e Class)

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Warlock[edit]

Creating a Warlock[edit]

Quick Build

Class Features

As a Warlock you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warlock level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warlock level after 1st

Proficiencies

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

Equipment

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

Table: The Warlock

Level Proficiency
Bonus
Features
1st +2 Subclass
2nd +2 Melee Energy
3rd +2 Grenade Energy
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Extra Attack, Subclass feature
6th +3 Rift Energy
7th +3 Shield
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Super Energy
10th +4 Subclass Feature
11th +4 Improved Critical
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Improved Melee
14th +5 Improved Grenade
15th +5 Subclass Feature
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Improved Rift
18th +6 Improved Super
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Become Legend

Subclass[edit]

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.

Melee Energy[edit]

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.

Grenade Energy[edit]

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[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.

Rift Energy[edit]

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.

Shield[edit]

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.

9th level[edit]

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.

Improved Critical[edit]

Beginning at 11th level, your unarmed attacks score a critical hit on a roll of 19 or 20.

Improved Melee[edit]

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.

Improved Grenade[edit]

Beginning at 14th level, you are able to channel more light into your grenade ability. Your grenade changes to 4d8 instead of 2d10.

Improved Rift[edit]

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.

Improved Super[edit]

Beginning at 18th level, you are able to infuse more light into your super ability. The improved super will be listed in your subclass.

Become Legend[edit]

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.


Solar Subclass[edit]

Void Subclass[edit]

Arc Subclass[edit]


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