Difference between revisions of "Pagan (5A)"

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m (This is a Warlock otherworldly patron for 5A.)
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This is a [[Warlock (5A)|Warlock]] otherworldly patron for [[5A]].
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Not all warlocks make pacts with great and powerful creatures.  
 
Not all warlocks make pacts with great and powerful creatures.  
 
Hedge-spirits as a patron is not one powerful spirit but a multitude of lesser spirits of mixed origins.
 
Hedge-spirits as a patron is not one powerful spirit but a multitude of lesser spirits of mixed origins.
This gives the warlock the freedom to choose their own path, drawing upon the support of spirits helpful to each cause they work for.
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This gives the warlock the freedom to choose their own path, drawing upon the support of spirits helpful to each separate cause.
  
 
== Otherworldly Patron Features ==
 
== Otherworldly Patron Features ==

Revision as of 10:01, 25 October 2021

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This is a Warlock otherworldly patron for 5A.

Not all warlocks make pacts with great and powerful creatures. Hedge-spirits as a patron is not one powerful spirit but a multitude of lesser spirits of mixed origins. This gives the warlock the freedom to choose their own path, drawing upon the support of spirits helpful to each separate cause.

Otherworldly Patron Features

Expanded Spell List

Hedge Spirits Expanded Spells
Spell Level Spells
1 Alarm, Identify
2 Moonbeam, See Invisibility
3 Tiny Servant, Water Breathing
4 Arcane Eye, Freedom of Movement
5 Awaken, Passwall

Court of Spirits

From the point where you select this patron at 1st level you are surrounded by a buzzing court of minor spirits only you can interact with. Their help allows you to use a bonus action to take the Search action.

Spirit Intercept

At 1st level, as a reaction, you can have one of your Court of Spirits intercept an attack that just hit you. The attacker must roll the attack again and use the worst of the two results. You can use this ability twice. You regain all uses when you finish a long rest.

Hedge Magic

Staring at first level your work with lesser spirits gives you the ability to cast your less powerful spells many times. You have a pool of hedge magic points equal to your sorcerer level. You can use this to cast any of your 1st level known spells, expending one point from the pool for each level of the spell. Your hedge magic pool is renewed when you finish a long rest. At 6th level you can use hedge magic to cast any 2nd level spell you know. At 10 level you can cast 3rd level spells in this manner, and at 14th level you can cast 4th level spells using hedge magic.

Spirit Advice

At 10th level, when you take a long rest, you can ask local spirits about an item of your choice within 20 ft. or about the area you are in. This works as either Legend Lore or Commune with Nature—this version of the later spell works in areas where land has been replaced by construction.

Object Possession

At 14th level you can cast Animate Objects, calling on your court of spirits to animate nearby objects. The number of objects you can animate is equal to your sorcerer level. You can only cast Animate Objects once, and regain the ability to cast this spell when you finish a long rest.

Designer's Notes

This subclass is all about the Hedge Magic ability. The rest of the abilities are chosen to not be very strong and not have too good synergies with hedge magic. In particular, I have avoided low-level spells that retain utility at high level, like Shield.The Spirit Intercept ability is to get you over the lowest levels, but might be too powerful when combined with Hedge Magic.