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Legendary, Requires Attunement
This great sword of power does 2d6 slashing damage on a strike. When attuned, the wielder can use an Action to raise the sword over their heads and say the command words “I have the power!”
Once activated with the command word, the wielder grows larger and stronger. Their strength becomes 21, the wielder also has advantage on Strength Checks and Strength saving throws. The weapon’s damage increases by 2d6 and all damage becomes Radiant damage.
Every friendly creature within 20ft when the command words are spoken, including the wielder, are immune to the Fear condition. As a Bonus Action, when the command words are spoken and if the character is a Beast Master Ranger, they can also cast Enlarge on their pet. The pet gains advantage on all Fear or Charm Saving Throws and becomes one size larger. The pet’s attacks also do an additional 1d4 radiant damage. If the player is not a Ranger, they can instead cast Summon Steed twice per long rest.
After the command words are spoken, both the wielder and their pet gain a +1 to AC as matching magic armor appears over parts of their body to match their new, larger form. All the characters worn items change in size, as do all weapons, wands, armor, etc.
Your patron is the spirit of the wolf, embodied by such beings as Fenrir, the wolf of Norse mythology, the Capitoline Wolf or Lithuanian goddess Medeina. Many cultures throughout history have worshiped and respected the wolf and other canines.
At early levels the wolf embodies loneliness and those who are empowered by the wolf spirit must learn to survive on their own.
Later, as the wolf’s power grows, the loner becomes a pack leader, able to help and protect their allies. The Wolf lives for the thrill of the hunt, but is not unnecessarily cruel. The strong survive and the weak perish, this is the main tenant of those who follow the Wolf Gods.
EXPANDED SPELL LIST
Bonus Cantrip: Primal Savagery
1st: Animal Friendship, Speak with Animals (Wolves Only)
2nd: Beast Sense (Wolves Only), Pass Without Trace
3rd: Conjure Animals (Wolves Only), Spirit Guardians
4th: Conjure Woodland Beings, Phantasmal Killer
5th: Commune with Nature, Awaken
Senses of the Wolf: At 1st level the warlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Starting at 1st level, the Warlock gain the service of a wolf spirit. The spirit assumes the form and game statistics of a wolf, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. The Warlock can see through the wolf’s eyes and hear what it hears while it is within 100 feet of you.
The wolf doesn’t require sleep. While it is within 100 feet of the Warlock, it can awaken them from sleep as a bonus action. The wolf vanishes when it dies, if the Warlock dies, or if the two of you are separated by more than 5 miles.At the end of a short or long rest, the Warlock can call the wolf back to their side—no matter where it is or whether it died—and it reappears within 5 feet of the summoner.
Alpha Leader: At 6th level the Warlock has advantage on an Attack roll against a creature if at least one of the warlock’s allies is within 5 ft. of the creature and the ally isn’t Incapacitated.
Shape of the Beast: Starting at 10th level, you can use your action to magically assume the shape of a wolf exactly like a Druid’s Wild Shape. You can use this feature once per Long Rest. The Wolf has its maximum level of hit points as well as half the Warlock’s CON bonus per level. ( A 10th level Warlock with a +2 CON bonus will have an additional 10 HP in Wolf form.)
Sly Wolf: Also at 10th level, the Warlock gains Advantage on any Charisma (Intimidation) or (Persuasion) when dealing with creatures of the same race.
The Hunted: When a Warlock reaches 14th level they can use an Action to mark a target as Hunted. That target must make a Charisma Saving Throw versus the Warlock’s spell save DC. On a successful save, the target is attacked briefly by a pack of summoned wolves that inflict 2d6 piercing damage. On a failed save, the target is Frightened for 1d6 rounds. During that time the target can do nothing more than flee from the Warlock, imagining that a pack of wolves is snapping at their heels. Every round the target may make another saving throw, but each fail inflicts 2d6 piercing damage. Once you use this feature, you can’t use it again until you finish a long rest.
Pack Leader: At 20th level the Warlock has become an alpha leader, respected by their chosen Wolf God. The Warlock can inspire others through intimidating presence alone. The Warlock can use a Bonus Action on their turn to choose one creature other than themselves within 60 feet of you who can hear see them. That creature gains one Bardic Inspiration die, a d6. Once you use this feature, you can’t use it again until you finish a long rest.
The Warlock also learns Commander’s Strike. When they take the Attack
action on their turn, they can forgo one of their attacks and use a bonus action to direct one of their companions to strike, When they do so, they choose a friendly creature
who can see or hear them. That creature can immediately use its reaction to make
one melee attack. Once you use this feature, you can’t use it again until you finish a short or long rest.