5e:Nightstalker/Warlock

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User Creation
Source: Rlyehable
Date Created: 2021-01-22
Status: 1st draft


The Nightstalker Council is a otherworldly patron of the Warlock class.

You draw power from the Nightstalker Council, whose purpose is to confront, nullify, or eliminate creatures of enmity. The council consists of the most powerful Nightstalkers of all classes. Some of these are said to be immortal. Their combined knowledge, wisdom, and power allow them to channel some of their power to you.
Nightstalker Council Features

Warlock Level Features  
1st Enmity, Esoteric Knowledge, Nightstalker Magic 
6th Wrathful Spells 
10th Iron Resolve, Turn Creatures of Enmity 
14th ____

 

Enmity

1st level The Nightstalker Council feature.
You have enmity with a certain type of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiend, shapechanger, or undead. These are creatures of enmity.

You also learn to speak, read, and write one of the following languages: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

You may gain enmity with an additional type every 5th level hereafter (6th, 11th, and 16th). You do not gain an additional language at these levels from this feature. 

Esoteric Knowledge

1st level The Nightstalker Council feature.
Your esoteric knowledge grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Nightstalker Magic

1st level The Nightstalker Council feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
Nightstalker Spells

Warlock Level Spells  
1st bless, cure wounds 
3rd gentle repose, lesser restoration 
5th remove curse, revivify 
7th greater invisibility, locate creature 
9th legend lore, greater restoration
 

Wrathful Spells

6th level The Nightstalker Council feature.
When you cast a spell that has you roll damage, add your proficiency bonus to the damage. If the damaged creature is a creature of emnity, also add your Charisma modifier to the damage. 

Iron Resolve.

10th level The Nightstalker Council feature.
You gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in either Intelligence or Charisma saving throws. 

Turn Creatures of Enmity

10th level The Nightstalker Council feature.
You gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.

Once a nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. 

Phyric Healing

14th level The Nightstalker Council feature.
If you have 2 or more unspent hit dice, you may, as an action, expend half [1] of your remaining hit dice. Choose up to six creatures in a 30-foot-­radius sphere centered on you. You and the target creatures are healed 20 hit points. Once you do this, you may not do so again until you finish a long rest.

Sources and Notes


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  1. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.