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Warlock Patron: the Crone (please review!)
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<blockquote data-quote="Guest 6801328" data-source="post: 6882886"><p><span style="color: #000000"><span style="font-family: 'Arial'"><span style="font-size: 18px">Patron: the Crone</span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Patron Spells:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">1st: Tasha’s Hideous Laughter, Ray of Sickness</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">2nd:Reduce/Enlarge, Misty Step</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">3rd: Bestow Curse, Lightning Bolt</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">4th: Arcane Eye, Polymorph</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">5th: Animate Objects, Mislead</span></span></p><p></p><p></p><p><span style="font-size: 10px"><strong><span style="color: #000000"><span style="font-family: 'Arial'">Eye of Newt, Wing of Bat</span></span></strong></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At 1st level when this Patron is selected the Warlock gains proficiency in the Herbalist’s Kit, if he or she did not already have it. In addition, the Warlock gains knowledge in the use of unusual ingredients in the herbalist’s craft, and these ingredients can often be harvested from freshly slain monsters of the sort commonly encountered by adventurers. When the Warlock uses the Herbalist’s Kit during Down Time, crafting takes half the time or costs half as much (player’s choice.) </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><em>Note: I love this one for flavor, but by itself it's not powerful enough for the 1st level ability.</em></p><p></p><p><span style="font-family: 'arial'"><strong>Black Magic</strong></span></p><p><span style="font-family: 'arial'"><strong></strong>Also at 1st level, the Warlock can use a bonus action to curse a target he can see within 60'. If the target fails a Wisdom saving throw it takes 1d4 necrotic damage every time it makes an attack or casts a spell. The curse can be maintained with Concentration for as long as the target remains visible and within that range. At level 5 the Warlock can maintain Concentration on two targets simultaneously, and at level 11 this increases to 3 targets. </span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span><span style="font-family: 'arial'"><strong>Jinx</strong></span></p><p><span style="font-family: 'arial'">Starting at 6th level, </span><span style="color: #000000"><span style="font-family: 'Arial'">when the Warlock is hit by a spell or attack that does damage the Warlock may use his reaction to cast a spell at the attacker. The spell must target a single creature, and only spells that require a Wisdom saving throw may be used. If the spell is fully resisted then no spell slot (or other similar resource, such as a racial use) is consumed. This ability may be used once per short rest.</span></span></p><p></p><p><span style="font-family: 'Arial'"><span style="color: #000000"><strong>Fetish </strong></span></span></p><p><span style="font-family: 'arial'">At 9th level the Warlock learns how to make small charms of good or bad luck. During a long rest the Warlock can make a charm that, when carried close to the body, confers Advantage or Disadvantage on one type of saving throw, specified by the Warlock. The fetish may be given to somebody else, but the Warlock may only make one such item at a time; if another is made the previous one loses its enchantment. Ideally these fetishes are attuned to the bearer by incorporating hair, nail clippings, blood, and the like into their construction. If such ingredients are not included, then the fetish will lose its magic the first time it fails (that is, the wearer fails with an Advantage fetish, or succeeds with a Disadvantage fetish, on a saving throw of the relevant type). </span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Cackle </span></span></strong></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Starting at 14th level the Warlock acquires a mocking laughter that enemies find deeply unnerving. When the Warlock uses an Action to Cackle, all enemies within 60’ who can hear the Warlock must succeed at a Charisma saving throw or suffer Disadvantage on their attacks, ability checks, and saving throws until the Warlock’s next turn. This ability may be used as many times as the Warlock’s Charisma modifier (minimum 1), and all uses are regained after a Short or Long Rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Change log:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- Level 1 Black Magic as a curse is added.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- The former Black Magic is renamed to Jinx, and the former Jinx removed </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- Black Magic can only use Wisdom saving throw spells now.</span></span></p><p> <span style="color: #000000"><span style="font-family: 'Arial'">- Tweaked Fetish slightly to be more protected against losing its magic.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">- Moved Cackle to capstone but added saving throws to rolls affected </span></span></p><p> <span style="color: #000000"><span style="font-family: 'Arial'">- Replaced Ensorcelled Servant with Fetish</span></span></p><p> <span style="color: #000000"><span style="font-family: 'Arial'">- Moved Black Magic to 1st level (expanded spell list has two appropriate 1st level spells)</span></span></p><p> <span style="color: #000000"><span style="font-family: 'Arial'">- Moved Jinx to 6th level and made it a bonus spell known.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6882886"] [COLOR=#000000][FONT=Arial][SIZE=5]Patron: the Crone[/SIZE] Patron Spells:[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]1st: Tasha’s Hideous Laughter, Ray of Sickness[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]2nd:Reduce/Enlarge, Misty Step[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]3rd: Bestow Curse, Lightning Bolt[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]4th: Arcane Eye, Polymorph[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]5th: Animate Objects, Mislead[/FONT][/COLOR] [SIZE=2][B][COLOR=#000000][FONT=Arial]Eye of Newt, Wing of Bat[/FONT][/COLOR][/B][/SIZE] [COLOR=#000000][FONT=Arial]At 1st level when this Patron is selected the Warlock gains proficiency in the Herbalist’s Kit, if he or she did not already have it. In addition, the Warlock gains knowledge in the use of unusual ingredients in the herbalist’s craft, and these ingredients can often be harvested from freshly slain monsters of the sort commonly encountered by adventurers. When the Warlock uses the Herbalist’s Kit during Down Time, crafting takes half the time or costs half as much (player’s choice.) [/FONT][/COLOR][I]Note: I love this one for flavor, but by itself it's not powerful enough for the 1st level ability.[/I] [FONT=arial][B]Black Magic [/B]Also at 1st level, the Warlock can use a bonus action to curse a target he can see within 60'. If the target fails a Wisdom saving throw it takes 1d4 necrotic damage every time it makes an attack or casts a spell. The curse can be maintained with Concentration for as long as the target remains visible and within that range. At level 5 the Warlock can maintain Concentration on two targets simultaneously, and at level 11 this increases to 3 targets. [/FONT][FONT=arial][B]Jinx[/B] Starting at 6th level, [/FONT][COLOR=#000000][FONT=Arial]when the Warlock is hit by a spell or attack that does damage the Warlock may use his reaction to cast a spell at the attacker. The spell must target a single creature, and only spells that require a Wisdom saving throw may be used. If the spell is fully resisted then no spell slot (or other similar resource, such as a racial use) is consumed. This ability may be used once per short rest.[/FONT][/COLOR] [FONT=Arial][COLOR=#000000][B]Fetish [/B][/COLOR][/FONT] [FONT=arial]At 9th level the Warlock learns how to make small charms of good or bad luck. During a long rest the Warlock can make a charm that, when carried close to the body, confers Advantage or Disadvantage on one type of saving throw, specified by the Warlock. The fetish may be given to somebody else, but the Warlock may only make one such item at a time; if another is made the previous one loses its enchantment. Ideally these fetishes are attuned to the bearer by incorporating hair, nail clippings, blood, and the like into their construction. If such ingredients are not included, then the fetish will lose its magic the first time it fails (that is, the wearer fails with an Advantage fetish, or succeeds with a Disadvantage fetish, on a saving throw of the relevant type). [/FONT] [B][COLOR=#000000][FONT=Arial]Cackle [/FONT][/COLOR][/B] [COLOR=#000000][FONT=Arial]Starting at 14th level the Warlock acquires a mocking laughter that enemies find deeply unnerving. When the Warlock uses an Action to Cackle, all enemies within 60’ who can hear the Warlock must succeed at a Charisma saving throw or suffer Disadvantage on their attacks, ability checks, and saving throws until the Warlock’s next turn. This ability may be used as many times as the Warlock’s Charisma modifier (minimum 1), and all uses are regained after a Short or Long Rest.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] Change log: - Level 1 Black Magic as a curse is added. - The former Black Magic is renamed to Jinx, and the former Jinx removed - Black Magic can only use Wisdom saving throw spells now. - Tweaked Fetish slightly to be more protected against losing its magic. - Moved Cackle to capstone but added saving throws to rolls affected - Replaced Ensorcelled Servant with Fetish - Moved Black Magic to 1st level (expanded spell list has two appropriate 1st level spells) - Moved Jinx to 6th level and made it a bonus spell known. [/FONT][/COLOR] [/QUOTE]
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