The new Captain Marvel movie has been out for two weeks now and it’s a total blast. I must acknowledge that I don’t know much of the character in the comics, but the one in the movie totally deserves to be brought into your D&D table. It seems in the comics Carol Danvers owes her powers to an alien device mutating her DNA, and after that she now soars among the stars as Captain Marvel. As she herself would have said:
“Let’s re-write some history, shall we?”
-from Captain Marvel #2 (August 2012)
Captain Marvel’s most iconic powers are her Energy Blasts, ability to flight, binary powers and super strength. We’ll try to capture all these elements, and it seems that the easiest way to achieve this is via the Warlock class, as the Energy Blasts are very reminiscent of the Eldritch Blast cantrip. The key challenge will be to make this particular warlock more prone to melee combat than spellcasting. Let’s see how it goes.
New Otherworldly Patron: Tesseract
The Tesseract is a crystalline cube-shaped containment vessel for the Space Stone, one of the six Infinity Stones that predate the universe and possess unlimited energy. As the Infinity Stone that represents and governs over space, the Space Stone grants the wielder absolute control over space itself. It is primarily used to open portals to other locations and can even allow interdimensional travel. As a source of power, though, it functions very differently, providing special power to an individual exposed to its direct influence.
Expanded Spell List
As a Tesseract Warlock, you must select Eldritch Blast as one of yourt known cantrips. The Tesseract lets you choose from an expanded list of spell when you learn a new warlock spell. The following spells are added to the warlock spell list for you. The evocation spells marked with an asterisk produce only force damage.
- Chromatic Orb
- Scorching Ray*, Fly (self only)
- Fireball*, Lightning Bolt*
- Stoneskin (self only)
- Cone of Cold*
Starting at 1st level, your fists become weapons on their own right, charged with cosmic power. Your unarmed attacks deal 1d6 bludgeoning damage. From 6th level, as a bonus action, you can spend one spell slot to hypercharge your body and soul with cosmic energy. For a number of rounds equal to the level of slot used, your unarmed attacks deal 1d8 force damage and count as magical for the purpose of overcoming resistance.
Beginning at 10th level, whenever you use a spell slot for the Cosmic Strike feature, your AC equals 10 + Dexterity modifier + Charisma modifier. You also add your Charisma modifier as a bonus to your saving throws for the duration of the effect. When gaining the Mystic Arcanum feature, you can decide to choose instead a special use of Cosmic Strike that you can activate as a reaction, but with half the duration.
At 14th level, whenever you use a spell slot or Mystic Arcanum for the Cosmic Strike feature, you gain resistance to two damage types of your choice among acid, cold, fire, lightning, or thunder. When dealt energy damage of the selected type, you can make a special ranged attack roll that deals that amount and type of damage as a reaction to the target that made the attack to you or as a bonus action in your next turn against any target.
As you can see, we stocked the warlock with a bunch of offensive spells and monk-like abilities that will allow them to get into melee even without weapons. We limited the buff spells Fly and Stoneskin to self only, since Captain Marvel can’t grant those abilities to anyone. All the features coming from the patron are focused on allowing the warlock turn into an effective melee and ranged combatant… hopefully we didn’t exaggerate with the perks.
What do you think? Does this new sub-class for the warlock represent Captain Marvel correctly? Leave your comments below!