Warlock/Chain Servants

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warlock

Chain Servants

Pact of the Chain grants the warlock the ability to summon a Chained Servant that obeys their master's command. You can create and customize a servant using the template below.

Servant's Bond

Your Chained Servant gains a variety of benefits while it is accompanying you:

  • It acts on your initiative, and you determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated or absent, your servant acts on its own. Your Chained Servant has abilities and game statistics determined in part by your level.
  • Your servant uses your proficiency bonus rather than its own.
  • Whenever you gain the Ability Score Improvement warlock class feature, your servant's abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your servant can't increase an ability score above 20 using this feature.
  • If your servant is ever slain, the magical bond you share allows you to return it to life. With 1 hour of work and the expenditure of 15 gp per warlock level worth of rare incense, you call forth your servant back from whichever plane it comes from. You can return it to life in this manner even if you do not possess any part of its body.

Servant Template

Chained Servant

Tiny or Small creature, unaligned

Armor Class 10 + its Dexterity + its Proficiency
Hit Points 4 + [Warlock level * (1d4 + its CON Modifier)]
Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1) 8 (-1)

Proficiency Bonus Same as yours and increases when your Proficiency does.
Saving Throws Stat modifier + proficiency bonus to their 2 highest stats. You pick if there
Skills Pick 1 (modifier equals the stat bonus + proficiency bonus)
Senses passive perception (8 + WIS modifier)
Languages Understands its summoner's languages, but can only speak one language which depends on the creature


Traits go here


Actions

Attack. Natural Weapon: your servant has a natural attack, such as claw or slam, and uses its Strength modifier for attack and damage rolls. It is proficient with this weapon. Choose bludgeoning, piercing, or slashing; your servant's attack deal 1d6 of the chosen type.

E.g. Melee Weapon Attack +(STR bonus + proficiency bonus) to hit, reach 5ft., one target. Hit: 4 (1d6 + STR bonus) bludgeoning/piercing/slashing damage.

Armor Class

Choose one of the following Armor Class options:

Adapting. When not wearing armor your servant's AC is equal to 10 + Strength modifier + Dexterity modifier.

Enduring. When not wearing armor your servant's AC is equal to 12 + Constitution modifier.

Fleeting. When not wearing armor your servant's AC is equal to 10 + Dexterity modifier and opportunity attacks made against it are made with disadvantage.

Natural Armor. When not wearing armor your Companion's AC is equal to 13 + Dexterity modifier.

Ability Scores

You increase your Companion's ability scores using the Ability Score Point table found below, on which you have 23 points to spend. After spending your points, you can increase one ability score by 1 point and you gain a bonus to the scores depending on which creature type you choose.

Ability Score Point Cost Ability Score Point Cost
8 (-1) 0 12 (+1) 4
9 (-1) 1 13 (+1) 5
10 (+0) 2 14 (+2) 7
11 (+1) 3 15 (+2) 9

Traits

You get 10 trait points which you can divide across the special traits in the table below, the cost are written in parentheses next to the name. You cannot pick an ability more than once unless specified.

Amphibious. (1) Your Servant can breathe air and water.

Aquatic. (1) Your Servant gains a 30 feet swim speed.

Medium-sized. (2) Your Servant's size is now medium and they no longer have penalties with actions that involve their size (grapple, etc.)

Climber. (2) Your Servant gains a 30 feet climb speed.

Darkvision. (2) Your Servant can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

Darting. (1) Increase one of your Servant's movement speeds by 5 feet. This ability can be taken multiple times.

Delicate. (0) Your Servant can use its Dexterity modifier when making attacks and damage rolls using its natural weapon. Its movement speed is reduced by 5 feet and its damage die is reduced by two steps, for example d8 to d4.

Ethereal. (3) (Action) Your Servant can use its action to turn incorporeal and be able to move through other creatures and objects as if they were difficult terrain, but if it ends its turn inside a creature or object it is immediately shunted to the nearest empty space and takes 1d6 psychic damage for every 5 feet of forced movement.

Extraplanar. (2) Choose acid, cold, fire, lightning, necrotic, psychic, or radiant. Your Servant gains resistance to the chosen type and you can change its natural weapon attacks to deal damage of the chosen type instead of the regular damage type.

Fading. (3) (Action) Your Servant can use its action to magically turn invisible until it attacks, casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it.

Flight. (5) Your Servant gains a 30 feet fly speed.

Limited Telepathy. (2) Your Servant can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Low-light Vision. (1) Your Servant can see in dim light within 60 feet of it as if it were bright light.

Magic Resistance. (3) Your Servant has advantage on saving throws against spells and other magical effects.

Magical Aptitude. (2) Choose a class: Cleric, Druid, Sorcerer, or Wizard. Your Servant learns 1 cantrip of your choice from that class's spell list. Its spellcasting ability for these spells depends on the class you chose: Charisma for Sorcerer: Wisdom for Cleric or Druid: or Intelligence for Wizard.

When determining the power of the cantrip, you can use the warlock's level. You can take this trait multiple times.

Deadly. (5) Increase your Servant's attack damage die from d6 to d10. At warlock level 11, your Servant can attack twice using its action.

Reach. (2) Your Servant's natural attack reach is increased to 10 feet.

Shapechanger. (2) Your Servant can use its action to polymorph into a beast its own size or smaller (to a minimum of Tiny) it has seen, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It instantly reverts to its true form if it attacks, casts a spell, or if it dies.

Skilled. (1) Increase your Servant's skill proficiency from 1 to 2.

Tough. (1) Increase your Servant's Hit Die size to a d6.

Patron-specific servant traits can be found under each patron’s page.

Servant Examples

warlock

Lost Child

Small undead, neutral evil

Armor Class 12 (fleeting)
Hit Points 7 (1*[1d4+2])
Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 16 (+3)

Proficiency Bonus +2
Skills Stealth +4
Senses passive perception 11
Languages Common and understands its master's spoken words


Fleeting. When not wearing armor the child's AC is 10 + Dexterity modifier and opportunity attacks made against it are made with disadvantage.

Magical Aptitude. The child's spellcasting ability is Charisma. The child can innately cast the following cantrip, requiring no material components: chill touch, minor illusion


Actions

Ghostly Slash. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 5 (1d8 - 1) slashing damage.

Ethereal. (Action) The child can use its action to turn incorporeal and be able to move through other creatures and objects as if they were difficult terrain, but if it ends its turn inside a creature or object it is immediately shunted to the nearest empty space and takes 1d6 psychic damage for every 5 feet of forced movement.

Fading. (Action) The child magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the child wears or carries is invisible with it.

warlock

Axe Demon

Medium fiend, chaotic evil

Armor Class 15 (enduring)
Hit Points 9 (1*[1d6+3])
Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 8 (-1) 8 (-1) 16 (+2)

Proficiency Bonus +2
Skills Athletics +5, Intimidation +4
Senses passive perception 9
Languages Abyssal and understands its master's spoken words


Enduring. When not wearing armor the demon's AC is 12 + Constitution modifier.

Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.


Actions

Axes. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (1d8 - 1) slashing damage.