Autor Thema: [5e] Warlock Patron: The Relic  (Gelesen 238 mal)

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Bruder Grimm

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[5e] Warlock Patron: The Relic
« am: 14. Mai 2022, 12:14:43 »
Hallo Leute,
ich habe mir einen neuen Patron für Warlocks ausgedacht und würde mir gerne die Expertenmeinung des Forums einholen. Ich sehe selbst, dass da sicher noch einige Feinjustierungen nötig sind, und habe auch einige konkrete Stellen im Blick, am wollte das erstmal unkommentiert vorlegen, um zu sehen, was euch so auffällt.
(Sorry für English, übrigens  :D Ich kenne halt nur die englischen Gameterms, und bevor ich hier mit unqualifizierten Denglish um mich schmeiße, dann lieber mit einer unqualifizierten richtigen Sprache.)

The Relic (Warlock Patron)

You somehow came upon an artifact so ancient and powerful, that it not only has gained sentience, but also the ability to bestow magical powers upon its bearer. You may have found it, inherited it, or got gifted with it, and while it seemed innocuous at first, at some point the artifact spoke to you. No matter if verbally, telepathically, through scriptures on its surface, or through a barrage of mental images, it asked, offered, or maybe even forced you, to form a bond with it. Its promise is that it will unfold its full power to you, one after another, once you have proven yourself worthy. What it might gain from the deal seems a mystery – maybe it just wants power over mortals, or it sees itself as a tool for justice, or maybe it is looking to be reunited with the one it once called master…

Expanded Spell List
The Relic lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

1st level: Detect Magic, Identify
2nd level: Locate Object, Nystul’s Magic Aura, Wristpocket
3rd level: Nondetection, Tiny Servant
4th level: Leomund’s Secret Chest, Summon Construct
5th level: Animate Objects, Legend Lore
6th level: Drawmij’s Instant Summons

Patron at Hand
At 1st level, together with your DM, decide upon the exact type of object your patron has been created as. It can be basically any piece of non-magical equipment between the size of a ring and the size of a full suit of armor. You gain that piece of equipment in addition to any equipment you gain from class or background. This object can be used as an arcane spellcasting focus, and it counts as an artifact level magic item.
As an action, you can dismiss the object that is your patron into an extradimensional space, provided you have it on your person. Likewise as an action, you can call your patron from its extradimensional space into your hand. However, your patron can at any time deny this ability to function, and your patron can at any time shunt itself into its extradimensional place, or appear anywhere from it on its own volition, as long as it appears on the same plane of existence as you. Still, if you try to call it from its extradimensional space while it doesn’t reside there, it will sense your call and, in all likeliness, follow it. (By the way, your patron won’t like being sold. If you do so for selfish reasons, chances are that your patron will break the bond with you and won’t return, maybe even bond with a new warlock to one day punish you for your transgression. Giving it away as a bribe or something, however, might very well find your patrons understanding or even amusement.)

Masterpiece’s Competence
At 1st level, if use with your patron’s item type requires a specific proficiency, your patron will teach that proficiency to you. This proficiency of course applies when using any item of the same type as your patron, not just when using your patron specifically. A weapon patron also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If your patron is of a type of object that doesn’t require a specific proficiency (for example, a piece of jewelry or clothing), or you already have that proficiency from your class, race, or background, you can choose one additional skill, saving throw, or language to be proficient in.

Pact Boon Resonance
At 3rd level, when you gain your pact boon, your patron will resonate in a particular way with it, depending on what item form it actually has:
Pact of the Blade: If your patron is actually a weapon, it automatically functions as your pact weapon, even though it is both an artifact and sentient. However, you can still create an additional pact weapon or turn a second magic weapon into a pact weapon, as described for the boon. If your patron is not a weapon, you can, instead of creating a pact weapon, empower your unarmed strikes to inflict the same damage as the martial arts strikes of a monk with 2 levels lower (min. d4). Since this works by imbuing your strikes with magical energy, these always count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Pact of the Chain: If your patron is some sort of container (a flask, bottle, jar, bag, haversack, quiver, etc.), you can dismiss your familiar into your patron instead of an extradimensional space. While inside your patron item, your familiar regenerates 1 hit point per round. If your patron is not a container, your familiar seemingly emerges from your patron when called, apparently formed out of the same materials as your patron, and it counts as a construct for all purposes.
Pact of the Tome: If your patron is actually a tome, it fully functions at your Book of Shadows stead, and you can even use it to copy spells into it in the same manner a wizard can do with his spellbook. Once you have copied a wizard spell into your patron tome, you can use it as if it was a spell known to you. If your patron is not a book, it still takes on the Book of Shadow’s role itself by displaying runes and glyphs on its surface which bestow the pact’s cantrip knowledge upon you. Also, you can forego one cantrip and instead choose your patron to have 1 sorcery point stored, and to provide you with one metamagic option available to the sorcerer class.
Pact of the Talisman: If your patron is any kind of worn object (jewelry, a piece of clothing or armor, a shield, etc.) the bonus die you may roll increases to d6, and you may apply it to saving throws. If your patron is any type of carried or wielded item (a weapon or tool, for example), the increase to d6 only applies for rolls for which you are actively using the item. Otherwise, your patron itself functions as the boon’s talisman, as described for the boon.

Relic of Ancient Wonder
At 6th level, with agreement of your DM, you may pick an effect of an uncommon wondrous item that your patron artifact now can provide. The effect picked must be reasonably usable with an object of your patrons form. It can’t be an effect of an item with limited uses, unless the uses recharge themselves on a regular basis. In that case you can always expend all uses without risk of destroying the item.
Your patron always and immediately counts as attuned to you, and does not count against your limit of attuned items. It can only attune to you, but it can provide effects that don’t require attunement if wielded by another character as long as it wishes so. Also, your patron can activate or suppress its abilities on its own if it chooses to. 

Relic of Ancient Power
At 10th level, with agreement of your DM, you may pick an effect of a rare wondrous item that your patron artifact now can provide. The effect picked must be reasonably usable with an object of your patrons form. It can’t be an effect of an item with limited uses, unless the uses recharge themselves on a regular basis. In that case you can always expend all uses without risk of destroying the item.
You can also now change the effect picked at 6th level to that of another uncommon wondrous item within the limits described above.

Relic of Ancient Might
At 14th level, with agreement of your DM, you may pick an effect of a very rare wondrous item that your patron artifact now can provide. The effect picked must be reasonably usable with an object of your patrons form. It can’t be an effect of an item with limited uses, unless the uses recharge themselves on a regular basis. In that case you can always expend all uses without risk of destroying the item.
You can also now change the effects picked at 6th or 10th level to that of another uncommon respectively rare wondrous item within the limits described above.
Wer im Glashaus sitzt, der werfe den ersten Stein.