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Otherworldly Patron: Rakshasa

Planeshift Tarkir

Otherworldly Patron - The Rakshasa

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st
armor proficiencies: light armor
weapon proficiencies: simple weapons
tools: none
saving throws: Wisdom, Charisma
skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
starting equipment:
spellcasting:

Pact Magic


Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
 

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
 

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
 

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
 

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier
 

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.
class features:

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
subclass options:

Otherworldly Patron - The Rakshasa


You have struck a pact with a rakshasa. The rakshasas wield the most aggressive and dangerous magic in all of the Sagu Jungle. It is swirling darkness and powerful spirits of the dead. Their magic is the kind that lays waste to swaths of land or reduces an army to dust. They summon horrors and abominations that swallow cities and devour legions. Powerful mages and necromancers such as Ebirri, Feyomsi, Ghelesh, or Khudal may recruit ambitious individuals to be agents of their will.

Expanded Spell List

The your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
Spell Level Spells
1st hunter's mark, inflict wounds
2nd magic weapon, pass without trace
3rd speak with dead, spirit guardians
4th greater invisibility, locate creature
5th destructive wave, steel wind strike

Shadow Stealth

1st-level Rakshasa feature
While in dim light or darkness, you can take the Hide action as a bonus action.
 

Stalker in the Night

1st-level Rakshasa feature
Your patron gifts you the ability to be one with shadow. You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee spell attack you make before the end of the turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all spent uses after a long or short rest.
 

Otherworldly Patron feature


At 6th level, you gain a feature granted by your Otherworldly Patron.
 

Cloak of Shadows

6th-level Rakshasa feature
While in dim light or darkness, you can use a bonus action to become invisible, along with anything you are wearing or carrying. The invisibility lasts until you use a bonus action to end it or until you attack, are in bright light, or are incapacitated.
 

Otherworldly Patron feature


At 10th level, you gain a feature granted by your Otherworldly Patron.
 

Diabolic Tutor

10th-level Rakshasa feature
At 10th level, you can cast the legend lore spell, but only as a ritual without using a spell slot or material components.
 

Otherworldly Patron feature


At 14th level, you gain a feature granted by your Otherworldly Patron.
 

Aura of Nightmares

14th-level Rakshasa feature
At 14th level, your patron grants you dominion over shadow. You can no longer be surprised.
While you are invisible and in dim light or darkness, you can use a bonus action to make the shadows claw and grab at your foes making the area 20 feet around you be considered difficult terrain. All hostile creatures within the area must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are frightened.
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