Your claws deal 1d8 slashing damage each. Your patron bestows upon you the ability to communicate with these regal creatures, and even, in time, become like them. On a failed save, a creature takes 10d10 bludgeoning damage and is knocked prone and stunned until the beginning of your next turn, while literal stars orbit its head. A common goal warlocks have with such patrons are to be able to meet each other and be finally united, though there are always subtle nuances that only you and your patron share. Starting at 1st level, your hit point maximum increases by 1 and increases by an additional 1 whenever you gain a level in this class. Your direct spiritual connection with your patron allows it to possess you when you request its intervention. Make authentic-looking D&D homebrews using Markdown . The living fear the eternity of undeath, but Karthus sees only beauty and purity in its embrace, a perfect union of life and death. This is an incredibly powerful ritual with long-lasting effects on the world. Starting at 10th level, creatures that are frightened by you have disadvantage on Intelligence, Wisdom, and Charisma saves. The spell lasts for 120 days before the cumulative 5 percent chance for the spell to end occurs. Some are outright villains. However, he doesn't just restrict his power to spellcasting. Kept Ioulaum the same level but turned 10 of those levels into . within the research are there stats/a sheet for him? Secondly: during the time of Netheril, magic could go above 9th level, which is why he currently has spell slots above the normal limit. Once you use this feature, you can't use it again until you finish a long rest. Your patron gives you a secure place to store your valuables. He can control entire legions of undead soldiers to do his bidding. At 14th level, you gain the ability to change your form like that of your master. You can cast the spell again as a bonus action on this turn only. You may use this feature a number of times equal to your charisma modifier, and regain uses after a long rest. Karsus had no reason not to believe in his great destiny. Magelords use their power to subjugate and dominate less powerful beings. Mystra became the new goddess of magic, and Karsus became known only for his folly. The Karsus Avatar spell was, I think, a 12th level spell which is now beyond mere mortals with the changing of the weave. Karthus creates a wall that lasts for 5 seconds. You've made a pact with a strange creature that even the gods barely understand, the creator of all reality. The skill the wearer chooses must be one that isn't already benefiting from a feature, such as Expertise, that doubles its proficiency bonus. You are a medium size. Now the god of secrets and knowledge, Vecna is reviled as a scourge across the entire multiverse. The creature must make a Charisma saving throw. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. Once you use this feature, you cant use it again until you finish a short or long rest. The Plane of Water is at the same time tranquility and rage manifest. You have upgraded your battlefist to deal more damage. Once you use this feature, you cant use it again until you finish a long rest. You learn the message cantrip. Once per turn when you roll for damage, you can add your wisdom modifier to the total. Your family has served this patron for generations. Regardless of how you contact them, such spellcasters were immensely powerful in life, and are directly connected to the Weave in death. As an action, you gain all the benefits listed in the Sacrificial Boon table for up to 10 minutes (as if concentrating on a spell). He is best known for his plot to usurp Mystryl and become the god of magic in her place. He's able to command even greater magic than many of his fellows. You and the chosen creatures now ignore the material component of spells that have a gold cost no higher than the amount they were given. After the war, Raistlin raised the Curse of . Additionally, they act as if under the effects of Confusion while they are frightened. The Artificial Intelligence lets you choose from an expanded list of spells when you learn a warlock spell. Karsus. Your legs have been infused with magitech components, allowing you to run longer and faster. 3. The shadow raven that keeps them company is a physical connection to the god of death. You add your charisma modifier to your perception checks, as well as your passive perception. The Player's Handbook describes character ideals like this: Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Cookie Notice We can stat out Karsus as a level 41 arcanist with those natural ability scores as we please; and given Karsus' ultimate goal, I think it's fair to assume that Karsus was a bit of a munchkin when it came to power. As an action your sprout spectral draconic wings from your back. Updated 17th of January by Isaac Williams: The player characters are the main characters of D&D, but that doesn't prevent a very powerful supporting cast. You can see and hear through the targets senses for up to 1 minute, ending early if you dismiss it (no action required) or are incapacitated. You can use Karsus Dream as an arcane focus. You have advantage on saving throws against spells, You are constantly under the effect of Detect Magic. Starting at 10th level, while the grimoire is in your possession, you may add your Warlock spellcasting modifier to your Constitution saving throws made to maintain concentration on a spell. Your grimoire contains and dispels the magic, ending the spell. Also have him have up Globe of Invulnerability, at a higher level of course, so he can't be effected by 8th level or lower spells, just so the spellcasters have to get rid of it eventually. Starting at 14th level, you are able to break the barrier between your plane and the Elemental Chaos, the heart of the Elemental Planes. When you finish a long rest, you can choose one spell you know of a level you can cast. It also has a number of hit points equal to your warlock level. Source: Van Richten's Guide to Ravenloft Main Benefit: Access to handy spells like False Life, which grants some extra temporary hit points. Once per turn when you take damage, you can reduce the amount by an amount equal to your charisma modifier + half your Warlock level (minimum of 1). You learn a cantrip of your choice from the wizard spell list. The effect ends early if you choose to end it (no action required), the creature drops to 0 HP, or the creature moves more than 150 feet away from you. The instant you transform, other creatures within 30 feet of you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. When you reduce a creature to 0 hit points, their body falls in a spray of gold coins, which equals 20 times its challenge rating. You learn the spell mage hand cantrip and can cast it as a bonus action. After using this, you must finish a short or long rest before you can use it again. . ] Your enemies are plagued with images of the souls around you being collected by your patron. You are becoming one with the wind and the forces it contains. You gain proficiency in Athletics, and climbing and swimming do not cost extra movement for you. Starting at 1st level, you gain proficiency in the Sleight of Hand skill, and you learn the prestidigitation cantrip, which does not count against your total number of cantrips known. During this time his abilities cost no mana. By 14th level, when you cast a cantrip that deals damage, you can spend one gold piece to literally throw money at the problem. You may select 1 Embedded Component from the Embedded Components list. Your spiritual pact has directly tied your own soul to your patron, thus giving you access to a portion of its power. The flying cities of Netheril plummeted to the earth. When he spoke, the pool fountained upwards, its height varying on the volume of his voice. Whenever you or another creature of your choice within 30 feet of you rolls a d20 with advantage, it can reroll one of the dice once. The wearer and its allies within 10 feet of it have advantage on saving throws against being charmed or frightened. Much of his power comes from his own innate divinity. You cannot use this ability on a spell with expensive material components. At 10th level, your skin (and possibly your hair) toughens and takes on an unearthly hue (porcelain white, jet black, emerald green, etc. Quentin was convinced that by collecting dragonmarks, he could unlock ancient secrets of the dead god Io. Race Entering into a pact with a Celestial grants the Warlock a touch of the holy light that touches every corner of the multiverse. Starting at 6th level, on any occasion that you attempt an attack roll, skill check, or saving throw and it fails, you may re-roll that check; you must take the results of the re-roll. For Karsus bore a dragonmark; a draconic sigil on his back from birth. Your fingers twist into sharpened roots which can be used as natural weapons, dealing 1d4 slashing damage on a hit. You ignore the material component for the spell. As an action, choose a 5-foot square that you can see within 30 feet of you. Your patron resides in the Plane of Fire, a world of chaotic destruction, but also of burning bravery and inspiration. If a creatures saving is successful or the effect ends for it, the creature is immune to your Draconic Aspect for the next 24 hours. At 6th level you gain the ability to open your mouth and produce a Will O Wisp, as the creature. As Mystra is a neutral deity, nothing stops them from being villainous. You can cast the spells silent image and major image at will without using a spell slot or spell components, and you can concentrate on one of these spells in addition to another spell. You then revert to your normal form unless you expend another use of this feature. Beginning at 1st level, your patron grants you secret knowledge of the geometries of worlds; armed with this understanding, there is no mountain you cannot climb. [3] He was able to cast his first spell at the age of two, and by the age of twenty-two had become the youngest arcanist to ever create his own floating city. However, some ravenkin are recent converts to her faith, unsure of what they have done to warrant such a gift. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. RELATED: D&D: 10 Characters To Inspire Your Next Wizard. Good and evil were just words to him, for death makes all causes meaningless. At 10th level, your parasite is able to take on the cognitive load when you falter. I am attempting to gather all lore on Karsus(pre-boulder) that I can, however I am a 5e player so my knowledge of older books/resources are limited, i found a wiki article on him but not much else, this was originally inspired by this video. Karry[3]Bugbrain[3] The Warlock can choose the Will O Wisp to be the origin for any of it's spells, as if the Will O Wisp cast the spell, however it still uses the Warlock's saving throws. Your patron has given you the abilities needed to defend your ancestral home. When using this ability, you can choose to end it partially and appear for a few seconds, or to stop it for several rounds and reappear. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses after a short or long rest. A score of 18 is the highest that a person usually reaches. Your Strength score increases by 1, to a maximum of 20. Starting at 14th level, you can cause an object or creatures very existence to become dissonant with the substance of the world. At least in the Forgotten Realms, no wizard is considered to have ever eclipsed Karsus in power. After casting the spell, you can move up to 10 feet for each hit. Like all Istani, Karsus was raised to believe in Istani supremacy - bombarded constantly with the knowledge that dominance was his people's birthright, that the other peoples were weak and inferior, and that Istan would rule once more. Warlocks of the Operator are proxy to this madness. However, Vecna still uses the trappings and abilities of a wizard just far beyond what almost anyone else can match. On a failed save, you plant a sliver of your consciousness inside the targets mind, which it is unaware of, that lasts for up to 30 days or until you harmlessly remove it as an action. You may use this ability a number of times per long rest equal to your charisma modifier (Min 1). As an action, you can cause that creature to make an Intelligence saving throw. If you later gain the Pact of the Talisman feature, your Soul Talisman becomes the amulet given to you by your patron. This causes creatures who strike you to take 1d4 fire damage, and for creatures that you strike to take 1d6 fire damage. Worshiperalignments You make a separate attack roll for them as normal. Home Those creatures with fear in their hearts see you as an agent of death, and sense that you are its herald. He channels powerful dark magic from the goddess Taikhisis while also being an armed and armored knight. When you roll fire or radiant damage, you can choose to deal maximum damage, instead of rolling. Whenever a creature rolls a d20 against you, you may also roll and select which they use. Additionally, you learn the spell Cause Fear, and may cast it without expending a spell slot a number of times equal to your Charisma modifier per short or long rest. You have entered a unique spiritual pact with your patron. At 14th level, your patron bestows upon you the ability to reverse death. Once you use this feature, you cant do so again until you finish a long rest. Symbol When you reach 14th level, you can create a physical manifestation of your patron. You gain proficiency with two skills of your choice, of which one can be a tool proficiency. At the end of the ritual, roll on the Sacrificial Boon table for the rituals effect. Each creature within 5 ft when you use this ability must make a dexterity saving throw or take 3d10 fire damage (or half on a successful save). You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the cat. Whenever you need to make a d20 roll, you may also have the DM roll in secret. When you open a pocket, bag, or other container that you touch, you can choose for it to lead to your personal extradimensional space, which is 64 cubic feet in volume. At 10th level, you may call forth the Spark of Life from a recently dead creature. Title(s) with them. The Grimoire grants access to additional spells of each level from 1 to 5. She's noted for having little control of her emotions and being willing to unleash her immense magical might at very little provocation. If the creature had failed a death saving throw which would kill it, using this feature on it brings it back to life. 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