Author Topic: Homebrew From My Campaign Journal.  (Read 2010 times)

Offline kurashu

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Homebrew From My Campaign Journal.
« on: June 24, 2012, 12:34:01 AM »
I'm sure you all are so VERY eager to read this. Yep. That's why I'm reserving posts.

Thunder Soul

A couple of class features are inspired by Risada's Shining Blade of Heironeous

Chassis
Good BAB
Good ref and fort
d8 HD
Skill Points (4 + INT): Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (Arcana/Geography/Nature/Religion/The Planes), Listen, Move Silently, Perform, Search, Sense Motive, Spot, Survival, Swim, Tumble

Class Features
01 Breezes, Charge Weapon, Create Water, Grasping Winds, Static Charge (1d6)
02 Armor of Winds, Lightning Resistance 5, Thunder Stone Immunity
03 Gust of Wind, Water Walker
04 Feather Fall, Static Charge (2d6)
05 Wind Wall
06 Lightning Bolt
07 Static Charge (3d6)
08 Lightning Resistance 15
09 Lightning Splash, Wind Walker
10 Static Charge (4d6)
11 Control Water/Wind
12 Chain Lightning
13 Retributive Thunder, Static Charge (5d6)
14 Lightning Resistance 30
15 Sky Walker
16 Static Charge (6d6)
17 Whirlwind
18 Call Lightning Storm
19 Static Charge (7d6)
20 Born of Three Storms

Armor & Weapon Proficiencies: Thunder Souls are proficient with all simple and martial weapons, but not any armor or shields.

Breezes: Thunder Souls have an inner repository of chi that they can tap into to power some of their abilities. Each day, at dawn or dusk, he may refresh it while mediating on storms. This repository is equal to 3 * (Thunder Soul Level + Wisdom Modifier). Spending a breeze is not an action but part of the ability that consumes it. A thunder soul may only access his breezes while he is wearing no armor and carrying no shield.

Charge Weapon (Su): By spending one breeze as a swift action, a thunder soul may charge a single weapon in he is wielding with electricity. This charge is equal to his static charge (see table above) and lasts until he successfully attacks a target – or until discharged another way (it will naturally dissipate in about 1 minute). A weapon may only have one charge at a time, but multiple weapons could be charged on sequential turns. A weapon made only of wood (a club or quarterstaff, for example) may not be charged in this fashion and ammunition (for example an arrow or bolt) is charged individually (effects that cause a piece of ammunition to split only deals the static charge damage once).

If a thunder soul has electricity resistance or immunity, he may spend an extra breeze to lower his resistance by 5 (paying 1 breeze per 5 points) to overcome an equal amount of resistance on his target or to drop his immunity (4 breezes) and automatically over come any resistance or immunity to electricity on his target. This lasts for one round, during which he is just as vulnerable to electricity as if he had the lowered resistance or no immunity.

Create Water (Sp): By spending one breeze as a standard action, a thunder soul may use create water as the spell as a wizard of his level.

Grasping Winds (Sp): At 1st level, a thunder soul may use mage hand as the spell as a caster of his level except that it is [Air] effect and not a [Force] effect. He may use this ability to retrieve his weapon if it is within (5 + Wisdom Modifier) pounds or if it's magical (but not if it is attended), this is the only exception to the rule.

Armor of Winds (Su): As long as the thunder soul has at least one point of breeze left, he gains his wisdom modifier to his armor class. This bonus apply against touch attacks and even when the thunder soul is flat footed. However, this bonus is lost whenever he wears armor, carries a shield, carries a heavy load, or runs out of breezes.

Lightning Resistance (Ex): At 2nd level, a thunder soul gains electricity resistance 5. This negates the first five points of any electricity damage dealt to him. At 8th level this increases to 15 and at 14th it increases to 30.

Thunder Stone Immunity (Ex): At 2nd level, a thunder soul becomes immune to the effects of a thunder stone.

Gust of Wind (Sp): At 3rd level, a thunder soul may spend 2 breezes to use gust of wind as the spell as a caster of his level.

Water Walker (Su): At 3rd level, as long as a thunder soul has at least 3 breezes left, he may walk on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the his feet hover an inch or two above the surface. (Crossing molten lava, he still take damage from the heat because he is near it.) The thunder soul can walk, run, charge, or otherwise move across the surface as if it were normal ground. This ability may be activated or deactivated as a swift action.
If this ability is activated underwater, he may spend 1 breeze per round to gain a swim speed equal to his land speed. He does not need to make Constitution checks to hold his breath as he can maintain his lungs with his inner ki. However, if he runs out of breezes while underwater, he must begin making Swim and Constitution checks as normal to swim.

Feather Fall (Su): At 4th level, a thunder soul may use feather fall as the spell as a caster of his level an immediate action by spending 2 breezes.

Wind Wall (Sp): At 5th level, as a standard action, a thunder soul may use wind wall as a the spell as a caster of his level by spending  3 breezes.

Lightning Bolt (Sp): At 6th level, a standard action, a thunder soul may use lightning bolt as the spell as a caster of his level by spending 3 breezes.

Lightning Splash (Su): When a thunder soul charges his weapon, he may spend an additional 3 breezes to deal extra damage to adjacent opponents. When he strikes with a charged weapon, he deals electricity damage to in a 10ft cone equal to half of his static charge damage dealt to the main target.

Wind Walker (Su): At 9th level, as long as he has at least one breeze remaining, a thunder soul is immune to wind effects (such as strong winds, the gust of wind and wind wall spells and the like). He also gains a +10 to jump checks and doesn't double a jump DC for not having a running start.

In addition, if there is at least a strong breeze he can ride (either from natural means or a spell or similar effect), he may spend 1 breeze per round to move at his land speed on the wind. The maximum upward and downward angle is 45 degrees. If he runs out of breezes while wind walking, he gently descends towards the earth at a rate of 60ft per round (unless the ability was negated by an antimagic field – or similar – in which case he plummets towards the earth as normal)

Control Water/Wind (Sp): At 11th level, a thunder soul may spend 5 breezes as a standard action to use either control water or control winds as the spell as a caster of his level.

Chain Lightning (Sp): As a standard action, at 12th level, a thunder soul may spend 5 breezes to use chain lightning as the spell as a caster of his level.

Retributive Thunder (Su): At 13th level, as an immediately action, a thunder soul may spend 4 breezes to deal retributive damage to a creature who just damaged him. This damage is electricity damage equal to his static charge. This damage has a range of 80ft and requires line of effect and sight.

Sky Walker (Su): At 15th level, as long as he has at least 10 breezes left, a thunder soul may fly at a rate equal to his land speed with perfect maneuverability as long as he spends 1 breeze per round he remains aloft. There does not need to be any sort of wind for him to use this ability (nor would wind affect him if there was, see Wind Walker ability above). If his breezes drop below 10 while using this ability, he may choose to remain a float by spending 1 breeze per round and if he runs out of breezes while flying, he gently descends towards the earth at a rate of 60ft per round (unless the ability was negated by an antimagic field – or similar – in which case he plummets towards the earth as normal).

Whirlwind (Sp): At 17th level, a thunder soul may use whirlwind as the spell as a caster of his level as a standard action and expending 9 breezes.

Call Lightning Storm (Sp): At 18th level, as a standard action, a thunder soul may use call lightning storm as the spell as a caster of his level by expending 9 breezes.

Born of Three Storms: At 20th level, a thunder soul becomes the living embodiment of a storm. He becomes an Outsider with the (Air, Water & Native) subtypes. He gains fly and swim speeds equal to his land speed (and no longer needs to spend breezes to activate the Water, Wind or Sky Walker abilities). Any effect that changes his land speed also effects these movement speeds in the same fashion. While swimming, he does not need to hold his breath as his body becomes one with the water, allowing him to traverse even extreme rapids with ease. He also gains immunity to electricity damage and Damage Reduction 30/epic.
« Last Edit: June 24, 2012, 12:47:48 PM by kurashu »

Offline kurashu

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Re: Homebrew From My Campaign Journal.
« Reply #1 on: June 24, 2012, 12:34:27 AM »
Paladin
Chassis
Good BAB
Good Will
d10 HD
Class Skills (4+INT): Concentration, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (nobility and royalty/religion), Profession, Ride, and Sense Motive.

Class Features
01 Domains, Fearless, Smite 1/enc, Weapon Focus
02 Divine Grace, Turn/Rebuke Undead
03 Divine Weapon +1, Lay on Hands
04 Bulwark of Defense
05 Divine Weapon +2, Smite 2/enc
06
07 Divine Weapon +3
08 Divine Bulwark, Domain
09 Divine Weapon +4
10 Smite 3/enc
11 Divine Weapon +5
12 Impetuous Endurance
13 Divine Weapon +6
14 Domain
15 Divine Weapon +7, Smite 4/enc
16
17 Divine Weapon +8
18 Loyal Beyond Death
19 Divine Weapon +9
20 Divine Apotheosis, Smite 5/enc

Weapon & Armor Proficiencies: A paladin is proficient with all simple and martial weapons. A paladin is proficient with all armor and shields (including tower shields).

Spells: A paladin is granted a measure of power by his deity. This takes the form of spells. A paladin's spells are drawn from the domains he has access to (see below). These spells he simply knows. A paladin does not have to prepare his spells before hand, he simply casts them. In order to cast a spell, a paladin must have a charisma score of at least 10 + the spell's level (Cha 11 for 1st level spells, Cha 12 for 2nd level spells, et cetera). The difficulty class for a paladin's spells is equal to 10 + the spell's level + his Charisma Modifier (as normal). Paladins gain bonus spells per day for a high charisma score (see Bonus Spells).

A paladin uses the Duskblade's spells per day table.

Smite (Su): A paladin's prime's weapon against those that oppose his faith is his conviction and zeal. At 1st level, once per encounter, he may harness his faith to deliver a powerful blow to his opponents. He must announce he is using his smite before the attack and if the attack misses, the attempt is wasted. He gains a bonus on the attack roll equal to his Charisma modifier (minimum +1) and deals extra damage equal to twice his paladin level. A paladin may use his smite on either a melee or ranged attack but it only applies to the next attack roll made no matter how many attacks the paladin has.

A paladin gains additional smites per encounter at 5th level and every 5th level after that.

A paladin may not use his smite against a member of his own faith unless he believes that member is attempting to subvert the faith in some way.

Weapon Focus: A paladin gains the weapon focus feat for his deity's favored weapon.

Domains: At 1st level, a paladin may select two domains his deity offers. He gains the associated domain power and adds the spells to his spells known list. A paladin may choose additional domains at 6th level and 10th level. If his deity does not have four domains (or some of them are especially lame), a paladin may select another domain that aligns with his deity or cause he follows.

Fearless (Ex): A paladin is imbued with a natural ferocity that allows him to overcome his fears. He is immune to fear effects caused by a creature (or spell effect with a caster level) no more than 4HD more than him.

Divine Grace (Su): Beginning at second level, a paladin adds his charisma bonus to all his saving throws.

Turn/Rebuke Undead (Su): A paladin may turn or rebuke undead (as per his alignment and deity) as a cleric of his level beginning at level 2.

Divine Weapon (Su): At 3rd level, a paladin moves closer to his god. While wielding a weapon in his deity's favored weapon group, a paladin can give it a +1 enhancement bonus. To activate this, he must spend 1 hour in pray with the weapon and 1 hour in practice with the weapon. After which the weapon is considered a +1 weapon (even if it was not masterwork to begin with). This effect lasts until the weapon is separated from the paladin for 24 hours; however, the weapon is only a +1 weapon in the paladin's hands and merely a normal weapon for everyone else.

At each odd level above 3rd, he gains another +1 enhancement to the weapon.

As long as the weapon has at least a +1 bonus applied to it, a paladin may use the other enhancement bonuses to apply special features to the weapon. He cannot apply a special feature that could not normally be applied to the weapon (such as keen on a bludgeoning weapon) nor that oppose his alignment or his deity's alignment (a LG paladin of a NG god could not apply unholy or anarchic to his weapon). Applying an enhancement uses his divine weapon bonus as if it was a enhancement bonus (so a +2 feature would expend two spell levels, +3 feature would expend three spell levels).

A paladin may expend one turn/rebuke undead attempt to apply the bonus for 1 minute as a full-round action (such as if he is caught off-guard).

Lay on Hands (Su): At 3rd level, a paladin gains a small reservoir of healing available to him. He may heal a number of hit points equal to 3 * (Paladin Level + Charisma Modifier). This healing overcomes such things as only being healed by negative energy or receiving only ½ healing from healing effects.

In addition, a number of times per day equal to his charisma modifier, a paladin may completely refill his healing pool with 5 minutes of prayer.

Bulwark of Defense: A paladin is a bastion of faith and a defender of his allies on the field. Beginning at 4th level, his opponents treat any square the paladin threatens as difficult terrain. And any movement through the squares the paladin threatens provokes an attack of opportunity (even if the movement begins and ends within the paladin's threat range). A paladin with a ranged weapon does not benefit from this ability.

Divine Bulwark: At 8th level, as an immediate action, a paladin may spend a turn/rebuke undead attempt to block line of sight and line of effect for any allies that stand behind his threatened squares. In effect, he uses his body and faith as a shield against those that would threaten his allies.

At 12th level, and every four levels after, this effect expands to five feet (one square) on either side of him. At 12th level he blocks his square(s) and the square to either side; at 16th this extends out to two squares on either side of him; at 20th level it extends out to three squares.

Impetuous endurance (Ex): Beginning at 12th level, a paladin does not automatically fail a saving throw on a roll of 1; however, a paladin can still fail the save if the result fails to equal or beat the DC.

Loyal Beyond Death (Ex): At 18th level, if the paladin is reduced to 0 or fewer hit points by an effect that otherwise leaves his body intact, he can choose to remain standing and fighting. As an immediate action, he may expend a single use of his turn/rebuke undead ability while in pursuit of an ideal or cause supported by his beliefs. The paladin remains alive for one more round no matter how much damage he takes and receives a +4 bonus on any saving throws against effects that would destroy his body. At the beginning of each round, he may expend another turn/rebuke undead use to remain alive for another round. He may continue in this fashion until he runs out of turn/rebuke undead attempts. When this ability ends, the paladin dies if his HP is not above -10; if his HP is above -10, he automatically stabilizes.

Divine Apotheosis: At 20th level, a paladin become a literal avatar of his deity. He becomes an Outsider with his alignment (except for neutral components) as subtypes and the native subtype when on his deity's plane and the material plane (otherwise it is Extraplanar; a banishment effects expels the paladin to his choice of either plane). He also gains Damage Reduction 20/Epic.

Code of Conduct: Paladins typically a vow to protect all members of his faith and to uphold its tenants. A player who wishes to play a paladin should discuss with his DM what exactly this means as each individual deity will have different tenants.
« Last Edit: June 24, 2012, 12:30:46 PM by kurashu »

Offline kurashu

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Re: Homebrew From My Campaign Journal.
« Reply #2 on: June 24, 2012, 12:35:13 AM »
Ranger

Chassis
Good BAB
Good Fort and Ref
d8 Hit Die

Class Skills (6+Int): Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeoneering/Geography/Local/Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Tumble.

Class Features
01 Favored Enemy, Skirmish (+1 AC), Tracker
02 Animal Companion, Resist Nature's Grasp
03 Skirmish (+1 AC, +1d6), Woodland Stride
04 Camouflage
05 Favored Enemy, Skirmish (+2 AC, +1d6)
06 Quick Step 3/day
07 Skirmish (+2 AC, +2d6)
08 Swift Tracker, Venom Immunity
09 Skirmish (+3 AC, +2d6), Evasion
10 Favored Enemy
11 Skirmish (+3 AC, +3d6)
12 Quick Step 5/day
13 Skirmish (+4 AC, +3d6)
14 Hide in Plain Sight, Improved Evasion
15 Favored Enemy, Skirmish (+4 AC, +4d6)
16 Timeless Body
17 Skirmish (+5 AC, +4d6)
18 Quick Step 7/day
19 Skirmish (+5AC, +5d6)
20 Favored Enemy

Weapon and Armors Proficiencies: A ranger is proficient with all simple and martial weapons. A ranger is also proficient with light armor, but not with shields.

Spells: A ranger learns a handful of spells to aid him in tracking and bringing his prey in. A ranger casts divine spells, which are drawn from the druid spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, he must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against his spell is 10 + the spell level + his Wisdom modifier. He begins play knowing two 1st-level spells, chosen from the ranger spell list. Each time he gains a new ranger level, he learns one additional spell of any level he can cast, chosen from the Ranger Spells list. Rangers also get bonus spells for a high wisdom attribute as normal (see Bonus Spells).

A ranger uses the Duskblade's spells per day table.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

In addition, the ranger's skirmish extra damage applies against any creature he has selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks

Skirmish (Ex): As per the scout, except AC bonus and damage bonus switched (+1 AC @ 1st level, +1d6 @ 3rd level)

Tracker (Ex): At 1st level, rangers gain Track as a bonus feat, and can use it to track someone in an Urban Environment using the Gather Information skill.

Animal Companion: At second level, a ranger may call an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A ranger’s companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases her companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A ranger of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the ranger's level were lower than it actually is. Subtract the value indicated in the appropriate list header from the ranger's level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger’s effective level to 0 or lower, he can’t have that animal as a companion.)

Resist Nature's Lure (Ex): At 2nd level, a Ranger receives a bonus to his saving throws equal to his Wisdom modifier against all abilities of creatures with the Animal, Elemental, Fey, Giant, Plant, and Vermin types.

Woodland Stride (Ex): Starting at 3rd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

In addition, the ranger leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Camouflage (Ex): Starting at 4th level, a Ranger may use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Quick Step (Ex): Beginning at 6th level, a ranger may move up to his land speed as a swift action three times per day. This movement provokes attacks of opportunity as normal. At 12th and 18th he gains additional uses of this ability per day.

Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Venom Immunity (Ex): At 8th level, a ranger gain immunity to all poisons. He may fake the effects of the poison if he knew it was there with a bluff attempt as a free action.

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Hide In Plain Sight (Ex): Starting at 14th level, a Ranger may use Hide skill even while being observed.

Improved Evasion (Ex): At 14th level, a ranger’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.

Expanded Ranger Spell List
These spells appear on the Ranger's spell list in additional to the spells listed in the PHB and PHBII. They are drawn from the druid's spell list unless noted otherwise.
1 Chill Touch*, Cure Light Wounds, Lesser Energy Surge^*, Magic Stone, Obscuring Mist, Produce Flame, Shocking Grasp*
2 Cure Moderate Wounds, Drifts of the Shalm^, Electric Vengeance^*, Flaming Sphere, Fog Cloud,  Sleet Storm, Soften Earth & Stone, Spider Climb
3 Call Lightning, Cure Serious Wounds, Daylight, Darkness*, Energy Surge ^*, Evard's Menacing Tentacles^, Fireball*, Meld Into Stone, Water Breathing, Wall of Ice
4 Air Walk, Call Lightning Storm, Cure Serious Wounds, Dispel Magic, Flame Strike, Ice Storm, Rusting Grasp, Stoneskin, Wall of Thorns
5 Animate Plants, As the Frost^, Awaken, Bones of the Earth^, Cure Critical Wounds, Doom Scarabs, Fire Seeds, Greater Electric Vengeance^*, Greater Energy Surge ^*,
*: Appears on Sorcerer/Wizard List
^: Appears in PHBII
« Last Edit: June 24, 2012, 12:46:41 PM by kurashu »

Offline kurashu

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Re: Homebrew From My Campaign Journal.
« Reply #3 on: June 24, 2012, 12:35:45 AM »
Warlock
Some class features stolen/inspired by Prime32's Warlock

Chassis
3/4 BAB
Good Will
d6 HD
Class Skills (4 + INT): Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (All, taken individually), Profession, Sense Motive, Spellcraft, Survival, Use Magic Device.

Class Feature
01 Eldritch Blast 1d6, Invocations (Least)
02 Detect Magic
03 Damage Reduction 5/Cold Iron, Eldritch Blast 2d6
04 Deceive Item
05 Eldritch Blast 3d6
06 Bonus Feat, Invocations (Lesser)
07 Damage Reduction 10/Cold Iron, Eldritch Blast 4d6
08 Resilience 2
09 Double Essence, Eldritch Blast 5d6
10 Energy Resistance 10
11 Damage Reduction 15/Cold Iron, Eldritch Blast 6d6, Invocations (Greater)
12 Imbue Item
13 Eldritch Blast 7d6, Resilience 4
14 Double Essence II
15 Damage Reduction 20/Cold Iron, Eldritch Blast 8d6
16 Identify, Invocations (Dark)
17 Bonus Feat, Eldritch Blast 9d6
18 Resilience 6
19 Damage Reduction 25/Cold Iron, Eldritch Blast 10d6
20 Double Invocation, Energy Resistance 30

Weapon and Armor Proficiencies: Warlocks are proficient with all simple weapons and a single martial or exotic weapon of his choice and with light armor and bucklers but not with medium or heavy armor or any other shields. A Warlock can use armor they are proficient in without incurring the normal arcane spell failure chance.

Invocation (Sp): Same as the regular. Warlocks begin with 2 invocations and learn another one at each level.

Eldritch Blast (Sp): Same as regular warlock.

Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 5/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves as shown on the table.

Decieve Item(Su): Same as the regular warlock.

Bonus Feat: At 6th level and again at 17th level, a warlock may choose one of the following feats he qualifies for:
Battle Caster, Combat Casting, Combat Reflexes, Extra Invocation, Improved Initiative, Spell Penetration, Weapon Focus and any Item Creation Feat.

Double Essence (Sp): At 9th level, a warlock may tap his supernatural power and apply two eldritch essences to his blast. Doing so takes a full-round action to use the modified eldritch blast and both eldritch essences must be below his highest grade invocation he has access to.

At 14th level, a warlock may use any two essences he knows regardless of level.

Resilience (Su): Same as the regular warlock's, but use the modified numbers on the table.

Energy Resistance (Su): At 10th level and higher, a warlock has resistance 10 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 20 against the two selected types of energy.

Imbue Item (Su): Same as regular warlock.

Double Invocation (Sp): At 20th level, three times per day, a warlock may use two invocations as a standard action instead of just one. He may use the same invocation twice with this ability.
« Last Edit: June 24, 2012, 12:58:04 PM by kurashu »

Offline kurashu

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Re: Homebrew From My Campaign Journal.
« Reply #4 on: June 24, 2012, 12:36:39 AM »
Various Other Stuff
I was gonna make this a rainbow, but that's more effort than needed.