The C'tan (5e Subclass)

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The C'tan Patron

Warlock Subclass

The powers of the C’tan were indeed those of gods. These beings have battled the Old Ones, and have been known to raze planets, extinguish suns, and devour whole systems with black holes. C’tan are not fond of any race, not even each other, but this does not stop them from choosing their champion whether it be for aid or fodder to achieve their ultimate goals.

Entities of this type: Nightbringer and Deceiver.

Inspired by and some elements taken from the Necron Codex 6th edition by Andy Chambers, Pete Haines, Graham McNeill, Phil Kelly, and Andy Hoare.

Expanded Spell List

The C’tan lets you choose from an expanded list of spells when you learn a warlock spell dependent of the C’tan you choose (you can choose only one or the other). The following spells are added to the warlock spell list for you.

The Nightbringer

The Nightbringer is death incarnate, a sadistic god with the power to unmake the stars. It delights in inflicting pain and suffering not only to feed, but simply because it can. Its gaze is death and its mighty scythe has feasted on the deaths of civilisations.

Spell LevelSpells
1stinflict wounds, compelled duel
2ndhold person, gust of wind*
3rdcall lightning, feign death
4thfreedom of movement, dimension door
5thantilife shell*, planar binding
  • Special: Gust of Wind is the Nightbringers Etheric Tempest. Change spell from a line to a sphere centered on you. You can cast this spell 1/day without using a spell slot as a reaction after and enemies movement and before the enemies attack. This spell will reset after a long rest.
  • Special: Anti-Life Shell is the Nightbringers Gaze of Death. Add to spell that anyone in the 10ft radius takes 3d10 + CHA modifier + ½ Warlock level damage with no saving throw. Anyone partially within the 10ft radius gets to make a reflex save for half damage. Damage increases 1d10 at level 16, level 18, and level 20. Also at level 20 you will add all your Warlock levels not just ½. You can cast this spell 1/day without using a spell slot. This spell will reset after a long rest.
The Deceiver

The Deceiver’s greatest achievements are wrought from deception and lies, its empire of fear built upon manipulation and mistrust. Subtle and charming, its web of half-truths and outrageous falsehoods have led planets to their doom and great leaders into slavery, all for the mocking amusement of the lord of deception.

Spell LevelSpells
1stdisguise self, minor illusion
2ndalter self, phantasmal force
3rddispel magic, blink
4thconfusion*, polymorph
5thmislead**, seeming
  • Special: Confusion is the Deceivers Dread Ability. You can cast this spell without using a spell slot and it doesn't require concentration. Duration is increased to 5 minutes. Use this chart instead of the one in the players handbook.
D10Behavior
1The creature believes they are being tortured. The creature falls prone, screaming in agony and takes 1d8 Psychic damage.
2-4The creature believes they are in their homeland. The creature doesn’t move or take action.
5-7The creature uses its action to make a melee attack against a randomly determined creature within reach. If there is no creature within its reach, the creature does nothing this turn.
8-9The creature can act and move normally.
10The creature has come face to face with their maker. The creature believes that they are dead and they died by their deities hand. The creature gets to make another wisdom save for this behavior, the DC is 10 + CHA Modifier + ½ Warlock level. If the creature fails, they die instantly, if the creature succeeds, they lose half their health points rounded down and are no longer affected by this spell.

You can cast this spell 1/day without using a spell slot and resets after a long rest.

  • Special: Mislead is the Deceivers Misdirect ability. You can cast this spell without concentration. You can teleport up to 60 ft away without losing your invisibility. You can cast this spell 1/day without using a spell slot as a reaction after and enemies’ movement and before the enemies attack. The enemy(s) must be 10ft or less away from you. This spell will reset after a long rest.

Once you choose the C'tan as your Warlock Patron, you receive the following abilities at the corresponding levels no matter which C'tan you Choose.

Necrodermis

Starting at 1st level, your patron touches your skin altering your flesh into a Necrodermis. The Necrodermis gives you a +1 to AC at 1st level, +2 AC at 6th level, +3 AC at 15th level, and +4 AC at 20th level. The Necrodermis also makes you immune to necrotic and poison damage.

Being touched by a C’tan has made you fearless. You are immune to fear, and get a +4 to your saving throws against Intimidation Skill|Intimidation.

If your hit points are reduced to 0, the Necrodermis is considered breached and the essence of the C’tan that was given to you is released and deals 5d8 + your warlock level to everyone/everything within 60ft. You soul is transferred to an unknown location and preserved.

Immune to Natural Law

Starting at 6th level, your patron bestows upon you a tiny fraction of its power. Instead of walking, you levitate at your normal speed. You are also able to enter into an ethereal state for 1 minute. You can use this ability twice. Once you use this feature, you can’t use it again until you finish a long rest.

Manifestation

Starting at 10th level, the amount of power given to you is visible to everyone around you. Anyone within 30ft who want to do you harm must succeed at a willpower check DC 10 + Charisma modifier + ½ warlock level or suffer from fear. This effect happens only once per combat encounter.

Drain Life

At 14th level, your attacks have the ability to drain the life energy from your opponents. Any enemy struck by one of your attacks causes all forms of Health potions and healing/regeneration spells will only heal for half (rounded down) its normal amount. This affect lasts for 1 minute and restarts after each successful hit on an enemy.

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