You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. Starting at 14th level, the radiant energy you channel allows you to resist death. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. These temporary hit points equal your warlock level + your Charisma modifier. Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. Your pool regains all expended dice when you finish a long rest. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). The number of dice in the pool equals 1 + your warlock level.Īs a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. You have a pool of d6s that you spend to fuel this healing. Healing LightĪt 1st level, you gain the ability to channel celestial energy to heal wounds. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. Celestial Expanded SpellsĪt 1st level, you learn the Light and Sacred Flame cantrips. The following spells are added to the warlock spell list for you. The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. ↳ Damkina.Source: Xanathar's Guide to Everything Expanded Spell List.↳ Padruig's PbP Game - And Then Things Went South.↳ Padruig's PbP game - Coronapocalypse Now.Mystical Summons (level 2º): Spell-like ability learns one every two levels and gains spell slot every two levels A +2 sword helps the backstabber quite a bit, but not the EB at all (well, a hideous blow).Įldritch blast: Spell-like ability, +1 ranged attack roll required, can expend a spell slot to add an effect (level 5º).ĭamage per level: 1-d4, 3-d6, 7-d8, 10-d10, 13-2d6 Something not to be forgotten is that getting modifiers for their hits/damage is MUCH harder than it is for a weapon user. That might be a better fit it depends on the XP tables & other factors. Of course, they may very well follow a clerical progression instead (THACO, save jumps, etc) & that would be L1=d6, L4=2d6, L7=3d6, L10=4d6, L13=5d6. I'm okay if the Eldritch Blast is 1d6 every 4 levels. Well done Chris you've managed to pinpoint one of the huge problems with introducing weapon specialization into play in a game of bow specialists, why bother backstabbing when you can shoot the guy at point blank range with your arrow nocked and ready to go doing tons of damage, and probably get a few more shots off before being engaged in melee? Since the warlock doesn't even gain a 4th level spell till Lvl 16, you don't think the dmg should maybe cap a bit higher? My thought is even a fighter with a bow specialization will do 1d6x2 dmg at point blank (30') 4 times a round.That tops at a max of 48 damage per round where the warlocks EB would cap at a max of 16 dmg/rnd.(not counting essences from fire/acid dmg)Įdit: and also don't forget it costs warlock a point in Con (so far) to make the attack where the thief costs nothing. I don't mind the d4 every few levels as much as the cap itself. So this would then put a 4d4 cap on the eldritch blast. increase by d4 every 4 levels topping out at 13th. Ken-do-nim wrote: I suggest you keep it in line with the thief backstab, but assume said backstab is done with a dagger i.e.
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