Monday, July 4, 2016

Path of the Pact-Maddened

Whispers and promises from impossible voices drive the pact-maddened barbarian into a supernatural frenzy. They surprise their opponents by weaving arcane magics among their formidable physical prowess.

When you first choose this path, choose a patron from the Warlock class.

3rd level - Pact Magic

You can cast a small number of spells granted by your patron. Charisma is your ability modifier for these spells.

You learn a warlock cantrip of your choice which you can cast at will.

You learn a warlock invocation of your choice.

You can cast one of the 1st-level spells from your patron's expanded spell list. Choose which at the time of casting. Your spell slot level is 1 when you cast a spell this way. Once you use this feature you can't use it again until you finish a short or long rest.

At higher levels more spells from the extended spell list become available, and your spell slot level for all such spells increases.
  • 6th level - 2nd level spells become available, and your spell slot level becomes 2. You learn a warlock invocation of your choice.
  • 10th level - 3rd level spells become available, and your spell slot level becomes 3. You learn another warlock cantrip of your choice.
  • 14th level - 4th level spells become available, and your spell slot level becomes 4. You learn a warlock invocation of your choice.

3rd level - Conduit of Rage

You can cast warlock cantrips while raging, and add your barbarian rage damage to damage dealt by your warlock cantrips while doing so.

Casting a warlock cantrip counts as attacking a hostile creature for purposes of maintaining your rage.

6th level - Paroxysm

If you hit with two melee weapon attacks using Strength in a single round, you can use your bonus action to cast a warlock cantrip.

10th level - Lucid Rage

While raging, you may cast an available spell from your patron's expanded spell list. Doing so counts as attacking a hostile creature for purposes of maintaining your rage. (This is a separate spell than the one granted by Pact Magic.)

Once you use this feature you can't use it again until you finish a short or long rest.

14th level - Induct by Force

If you score a critical hit while raging, the target must make a Charisma saving throw (DC 8 + your Charisma modifier + your proficiency bonus). If it fails, it becomes charmed by you.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

The target can act normally on its turn if you choose no creature or if none are within its reach.

All charm effects end when your rage ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the charm ends.

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