December 5, 2016

Maiden of the Mists

Otherworldly Patron
Notes from the Palm: This, in addition to the next few subclasses, items, and other rules, are all inspired by Greater Than Games co-operative card-based game, Sentinels of the Multiverse. Since we already have plenty of other superhero-analogous classes and subclasses, these should fit right in to any game in that theme.

Maiden of the Mists

The Dead Mists of R'lyeh have for eons been a deadly trap for astral travelers. Foolhardy wizards and mystics would push themselves further and further into the astral sea, and would eventually find themselves wrapped in the eldritch mists. Lost and without guide, they would inevitably succumb to the mist's soul-draining effects, and would become little more than food for the astral beings who slept in the mists.
     Such was the fate of one such explorer: Faye Diamond, a scholar of the otherworldly from another time and another place. Lost in the mists, she assumed that her fate would be the same as those who had come before, and indeed it would have had she not made contact with The Master of the Mists. Though their astral connection, the Master taught her all that he could about how to navigate and control the mists, and though this intervention Faye was saved.
     Decades later, a much different woman returned to the mists which once threatened to consume her. Faye had become so attuned with the Dead Mists that they were now a part of her, and she a part of them. Fearing that she would finally be destroyed by the mists, she searched for her old master. Upon discovering his resting place and seeing his lifeless form on an eldritch golden throne, she immediately understood her final purpose: she would become the Maiden of the Mists, and would guide others the way her master had guided her years before.

The Dead Mists Expanded Spells
Spell Level   Spells
1st         fog cloud, heedless lash 
2nd         detect thoughtsmistbound 
3rd         clairvoyance, scouring mists 
4th         black tentacles, confusion
5th         oblivion, scrying

Eldritch Investigation
Starting at 1st level, you learn to open your mind to the Dead Mists of R'lyeh, granting you eldritch insights and power. As a bonus action, you can deal yourself necrotic damage equal to 1d8 times the level of your Pact Magic slots. At the start of your next turn, you regain an expended Pact Magic slot.
     Damage from this ability ignores both damage resistance and damage immunity, and does not subtract from your temporary hit points, if you have any. If this ability reduces you to 0 hit points, you are knocked unconscious, even if you have temporary hit points. You must be able to perform the somatic components of a spell in order to use this ability.

Mist-Fueled Recovery
Starting at 6th level, your body begins to merge with the Dead Mists, allowing you to heal your mortal form by burning eldritch energy. As an action on your turn, you can consume one of your available Pact Magic spell slots; doing so heals you 1d8 hp per spell level of the slot consumed.

Mist Form
At 10th level, you learn to fully immerse yourself in the Dead Mists, transforming you in to a hazy, misty reflection of your true self. As an action, you can cast the spell gaseous form on yourself without using a spell slot.

Master of the Mists
At 14th level, you learn to infuse the Mists of R'lyeh into your spells, leeching vitality from your foes. Once per turn, when you deal necrotic damage to a hostile creature with a warlock spell, you regain hit points equal to 1d8 + your Charisma modifier.

New Spells
These spells are available to a warlock of the Dead Mists.

Heedless Lash
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You conjure forth a glowing, white tendril formed of the Dead Mists of R'lyeh, which lashes out at a foe, but also wracks you with pain. Make a ranged spell attack roll against a creature within range; if you hit, the target takes 4d8 necrotic damage. You take 1d8 necrotic damage when you cast this spell. This damage ignores both damage resistance and damage immunity.
     At Higher Levels: If you cast this spell using a slot of 2nd level or higher, the damage to your target increases by 2d8 and the damage to yourself increases by 1d8 for each slot level above 1st.

Mists of Time
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You throw caution to the wind and wrap yourself in the Mists of R'leyh, imposing a shadow of the past on your mind and body. You regain 4 spell slots of 5th level or lower.
     When you cast this spell, you can choose drink deep the Dead Mists and take necrotic damage equal to half your current hit points. This damage ignores both damage resistance and damage immunity. If you do so, you regain the expended uses of up to three abilities which normally recover when you take a rest.
     Once you cast this spell, you cannot cast this spell again for 24 hours, even if you have an available 9th level spell slot.

2nd-level conjuration
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
When you cast this spell, glowing white tendrils of smoke reach up from the ground in a 20-foot radius area around the point where you stand. When a creature other than you enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or be grappled by the tentacles until the spell ends. A creature other than you that starts its turn in the area and is already grappled by the tentacles can make a Strength or Dexterity check (its choice) against your spell save DC. On a failure, it can't take actions or reactions until the start of its next turn. On a success, it frees itself.
     When you cast this spell, you take 2d8 necrotic damage, and you take an additional 1d8 necrotic damage at the end of each round you concentrate on it. This damage ignores both damage resistance and damage immunity.

5th-level conjuration
Casting Time: 1 action
Range: Self (40 foot radius)
Components: V, S
Duration: Instantaneous
You open an instantaneous portal to the heart of R'lyeh, allowing the Dead Mists to wreak havoc. Each creature within a 40-foot radius area around you (including yourself) must make a Dexterity saving throw. A target takes 6d8 necrotic and 6d8 bludgeoning damage on a failed, or half as much on a successful one.
     When you cast this spell, you can choose to take 10 points of necrotic damage, which ignores both damage resistance and damage immunity. If you do so, you can choose a number of creatures in the area equal to your spellcasting modifier. The chosen creatures automatically succeed on the saving throw against this spell.

Scouring Mists
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of white phosphorous)
Duration: Instantaneous
With a gesture, you fling 4 waves of the Dead Mist at targets within range, rending their flesh from their bones. You may fire them at one target or several. A target must make a Dexterity saving throw for each wave they are targeted with. A target takes 3d6 necrotic damage on a failed save, and half as much on a successful one.
     When you cast this spell, you take 1d8 necrotic damage for each wave you launch. This damage ignores damage resistance and damage immunity.
    At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, you can fling an additional wave per slot level above 3rd.

Magic Items

Amulet of the Elder Gods
Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock)
This simple bronze disc, held in place by a green silken sash and carved with the Elder Symbol, radiates incredible abjurative power. The amulet has 3 charges. When you would take damage from any source, you can use your reaction and expend 1 charge to instead take no damage. You then make a ranged spell attack targeting a creature you can see within 120 feet. On a hit, that creature takes necrotic damage equal to the damage you would have taken.
     The amulet regains 1d3 expended charges daily at dawn.

Elder Ring
Ring, very rare (requires attunement by a sorcerer, wizard, or warlock)
This ornately carved gold ring is scrawled with eldritch sigils and runes, and has wide, flat engraving of the Elder Symbol on its top. While attuned to the ring, you add +2 to your spell attack rolls and save DCs. Additionally, when you deal damage with a spell, you can add 1d6 necrotic damage to the damage roll.

Starshield Necklace
Wondrous item, very rare (requires attunement by a spellcaster)
This lavish golden necklace take the shape of a large golden disc, studded with numerous gemstones, with a massive ruby as its central setting. While attuned to the starshield necklace,you can use a bonus action to consume a spell slot and regain 1d8 hit points for each level of the slot consumed.

Changelog: 12/5/16: Spells: Spells which deal damage to yourself are clarified to deal unavoidable, irreducible damage
Changelog: 12/5/16: Spells deal damage which ignores damage resistance and immunity.
Mists of time changed
Master of Mists: changed to only affect hostile creatures.
Eldritch Investigation: changed to ignore Temp HP, and require somatic components.
Scouring Mists: damage reduced to 3d6 per blast


  1. 2 questions for this subclass:

    1) Is mist form an at will ability with no cooldown or is it supposed to be once per long rest or something?
    2) Does master of mists work with all spells including cantrips ?
    If so after the 14th level this class becomes very strong

    1. Mist Form is at will, no cool down. When you take a look at the action economy on gaseous form, it's actually a super reasonable ability for 10th level.

      Mast of the Mists is supposed to include cantrips as well, if I recall correctly. It looks like a lot, but since it only triggers when you deal damage, the healing is only going to happen mid-combat (no free healing during downtime.) And since the other features and spells can actively drain your hit points, this capstone helps to extend the character's sustainability.

      Lastly, it's 1d8 + 5, maximum. We thought this might be a small enough amount at the level to help offset the hit point costs, but not enough to ever heal you back to full hit points in a fight.

    2. That makes sense, I was afraid of warlocks spamming erditch blast and erditch investigation every few turns to never run out of pact magic slots.

    3. Eldritch blast is force damage, not necrotic. And it'll take like three turns on average to get enough HP in storage for another pact magic slot, so I think it comfortably does what I want here: offseting some of the cost of using Eldritch Investigstion.

    4. Well, You WOULD get the bonus health from Hex damage, but still it's 1d8+5 max per round.

    I've been waiting for a good glass cannon since 5e came out, and these spells are great. And wow, I have so many things to say about these spells (the class is ok, the spells are the exciting part for me).

    2 questions- can the necrotic damage the spells deal you be reduces if you have resistance or immunity? And do you think the spells should be available for classes other than this warlock? Because they might be very powerful in the hands of a fiend-pact warlock, a necromancer wizard, or anyone else who gets temp hp for killing- not to mention that the Binder can take Acererak and actually heal from casting them.

    The damage of Scouring Mists still seems way too high- 12d8 is more than 1.5 times the damage of a fireball, so it seems a bit too much even if you take 4d8 for it. I, as a DM, probably wouldn't feel comfortable handing the players that kind of power, especially considering how easy it is to regain consciousness (all you need is a paladin to lay-on-hands you for 1 hp). However, if the PCs don't find a way to abuse that, the spells seem totally reasonable.

    Mists of time seems too powerful- it is much more powerful than Power Word Heal of the same level (which does only the healing part, although also ends conditions), and has another usage option.

    The elder ring does not specify once per turn, meaning it makes spells like scorching ray and Scouring Mists much more powerful. Is that intentional?

    1. I've got /some/ answers here, but we might have to wait for the Palm to weigh in (since this class was largely his baby.)

      The spells should deal unavoidable damage. I've edited them to all include a line which references that. For now, I'm only giving them to warlocks of the Mist, but I think the synergy with someone like a Fiend Pact warlock is pretty cool. Great synergy sure, but I don't think it breaks the game until you can actually heal the HP back, like with Acererak.

      I had some reservations about Scouring Mists and Mists of Time as well. Both of them have seen some revisions, and they might need one more.

      Scouring Mists might need to be made into an attack roll based thing, to reduce the guaranteed damage, and it might also need to be reduced to 3 waves (or d6s.) There's a lot we can do to fiddle with it.

    2. I think Mists of Time might be insane even for a 9th level spell. Being able to remove all of a Fighter's Superiority Die, all three Indominitable, both action surges, and their second wind... That is way beyond a 9th level spell.

      To say nothing of how badly it fucks over spellcasters, taking away /all/ of their slots.

      I can't think of a way this would ever be balanced.

    3. Perhaps instead of gaining the benefit of a long rest, the Past option instead restores X hit points, similarly to the Heal spell, and has a greater or lesser restoration effect thrown in. This puts the option below power word heal in power, but still feels 9th level. A potential change to the Future aspect could be to model it off of Harm and throw on some levels of exhaustion. 2 maybe?

    4. Okie doke, rules clairafications and whatnot:

      1) The Necrotic damage from the spells and from Eldritch investigation ignores resistance and immunity, but CAN be avoided (BTW, Finger, this is the way that should be worded). This is intended to specifically interact with the Amulet of the Elder Gods, as this is Nightmist's primary method of dealing damage in the card game. AFAIK, that shouldn't provide too many loopholes, since I can't think of any other abilities that allow you to straight-up ignore some damage.

      2) These spells are intended to ONLY be availyable through this archetype. I've started playing around with this concept of having special spells that only certain patrons know that no one else can learn without becoming a vassal of that Patron.

      3) Scouring Mists is a buffed, Save-only form of Scorching Ray. If I were to change it, i'd probably knock it down to 3d6 per blast.

      4) Yeah, Mists of time has a basic premise (Past gives you a full rest minus the 9th level spell slot, Future drains a target of all resources) but it is really powerful. That said, I wouldn't think too much about what the Future one would do to a PC, since monsters and enemies aren't generally built using PC levels. I'm of the mindset that 9th level spells should be utterly gamechanging (like, say, Foresight or Wish or Meteor Swarm) as opposed to simply a better version of something you can already do (Like Heal or Power Word Kill).

      5) Elder Ring is a flat damage boost. It's basically perma hex, but it stacks with hex. Course, it's a magic item, so it's up to your DM if they want you to even have it.

  3. Let me just begin by saying that this is probably my favorite archetype you guys have ever published. This is fantastic. I love it. The flavor is interesting, the mechanics unique, and the new spells and items only expand the flavorful whole.

    That said, I have some concerns, but Idanbhk already voiced them. I'll just keep an eye on the comments and voice anything I see.

    Postscript: The interaction between Eldritch Investigation and Mist Fueled Recovery is wonderful. You can get some slots if you need them, but if you decide later you need the health, you can get it back. The whole class in general is just awesome. I love blood magi playstyles and lovecraft, so this is like a dream come true.

    1. Yeah, I'm really happy with the metagame interplay between spell slots and hit points as a risk/reward mechanic.

      Hopefully we've fixed a few of the problems Idanbhk raised.

  4. I've been trying to come up with a way for a specialty class I'm working on to regain spell slots, and I think Eldritch Investigation might be along the lines of what I'm looking for.

    I was considering using a system that reduced Max HP to restore slots, making the player trade off survivability for more damage, and not be able to cast all day via healbots standing behind them.

  5. Inspiring Leader seems like a good feat for this type of subclass. Or is the damage supposed to bypass temp HP as well?

    1. Ooo, that's a good point. It absolutely SHOULD bypass temp HP.

  6. I find the interaction between this and Armor of Agathys interesting. And Polymorph. And Wild Shape. Any source of Extra Hit Points, really. Will look into this.

    1. hmm...that's entirely true. I'll need to put some thought into that, because it's certainly an unintentional workaround.

    2. I mean, presumably casting those spells is a resource cost. Armor of Agathys is pretty much the average amount of Damage taken from the ability. So it's not much of a work around. Cause to cast it it'd eat your slot, you know?

    3. I think I found a decent workaround. check the update.

    4. Really, what I'd be more concerned about is getting around it with something like Inspiring leader, as was mentioned above.

    5. Looks a bit clunky, but works well enough. The only thing it doesn't get around is an Abjurer's Ward. My next thing of note is the Mistbound spell. Does the spell grapple you? It doesn't say it doesn't. Does it move with you? The only spell I could think of that has a Range of Self(X foot Radius) is Spirit Gaurdians, which I'm pretty sure moves with you. So, What happens when you move in a way that makes a creature who has previously been grappled no longer within the area of the spell?

    6. Hmm...Well, that's true. I'll have to think on that, or decide if that's simply an allowable circumstance.

      The intent of Mistbound is to not move with you, nor to have it grapple you: it simply hits the area around you and stays there. I'll put in a line stating that the caster is not affected.

    7. The other question with it is you have to take damage to maintain concentration, presumably it still forces the Con check, yeah?

    8. Yep! Better have a good Con Save *muahahahahaha*

  7. The Oblivion spell is worded in a way that pretty much says you take ten damage on it. Not taking the automatic ten is a Bad Idea unless you're resistant or Immune to necrotic damage. Even resistance is kinda risky to take it all. OR I'm missing something here.

    1. No, that's the intent. I assume that anyone who's gonna take this subclass will probably find a way to get necrotic resistance or immunity at some point.

    2. Why? It doesn't help with anything besides that one spell, so it's not any better than on any other character.