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D&D 5E New warlock pact, The Claw

[h=2]Claw Pact of Yeenoghu[/h]
Some revere the Hyena headed demon Yeenoghu by choice while others on the other hand are born with his blood.
Some Gnolls due to their blood are actually born Claws of Yeenoghu. A pact with Yeenoghu (Fiend patron) created by themselves or some distant ancestor. Those that create a pact with Yeenoghu willingly thrive and exhault with their warlock gifts while the latter attempt a self directed path resisting the thirst of their blood.

Warlock Pact of the Claw, must have Yeenoghu as the Fiend Patron
level 1) Your hands grow sharp claws. They deal 1d4 damage +str. At level 5 they gain a +1 bonus to attack and damage and deal +1d6 +str . An attack may be made as a swift action with the off hand claw with full damage if an attack with the main hand hits. At level 11 they gain a +2 bonus to attack and damage, deal 1d8 +str and have the sharpness quality (but only add an extra 2d6 damage on a Crit) and finally at level 17 they gain a +3 bonus to attack and damage and have the full sharpness quality.
At level 1 the claws are fully retractable. At level 5 an inch still protrudes when retracted, two inches at level 11 and 3 at level 17.

Invocation;
Bone armor; requirement have the claw pact
Sacrifice 1d4 health to have bone armor erupt from your body. The bones form a dense protective weave in any style the caster wishes. it also creates a helm or armoured hood. The bone armor has an AC of 16, has a max dex of +2 but gains a +1 bonus for every 4 lvls as a warlock (up to a maximum gai n of the warlocks charima modifier). For every bonus to AC the warlock sacrifices an extra 1 hit point upon summoning. These sacrificed hit points can only be regained ONCE the armor is dismissed or healed through the Fiend Patron ability (Dark Ones Blessing). Until these hit points are healed the summoner slowly bleeds and can leave a faint trail for those who know to look for it.These hit points cannot be removed by a simple healing spell while the armor is summoned.​
 

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