Base Class: Warlock
The Colossus is an Ancient being of Immense power, locked away long ago by a dark god of Balance. Colossi as they are commonly referred to, have all been locked in deep prisons beneath the earth. These beings only seek two things, to be freed and to continue their mission whatever it might be. So they form pacts with warlocks speaking to them from deep beneath the earth.
Usually these beings will speak to those closer to them, that being the creatures of the depths. Creatures of the depths such as dark elves, Duregar and Svinerblin often are pulled into pacts with these beings, in exchange for aiding in their machinations to be freed. Sometimes though cults dedicated to colossal beings exist and often people are born into them.
What is known is there are two types of beings that people with this pact work with. The first being the sealed Colossi, and whilst they can vary wildly in size and appearance all that remains constant is their prisons created long ago. Titanic creatures also can form pacts with people such as Krakens, elder elementals, Dreadnaughts, and other massive creatures. There are even warlocks of this pact that have formed a pact with Titanic locations, such as super volcanoes, massive trees the size of towns and other various living landmarks.
Expanded Colossus Spell list
The Colossus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Colossus Spells
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Knowledge of the Chained
At 1st level you gain proficiency with Martial weapons and you learn how to speak and read/write Primordial.
Additionally you have advantage on any saving throws from spells or effects that would move you any number of feet.
Might of the Colossus
At 1st level you can instill yourself or your allies with the power of your ancient patron. As many times as your proficiency bonus per day you can use one of the two options listed below. You touch a willing creature as a bonus action and they are blessed with the powers of the ancients or the powers of the titans. The effect lasts one minute and is as if you are concentrating on a spell. You regain all uses when you complete a long rest.
Ancients: For the Next minute any creature you touch is infused with the ancient knowledge and magical might of the Colossi. That creature gains a +1 to their spell attack bonus and to their spell save dc and any creatures that have to make a saving throw against effects to be restrained, knocked prone or paralyzed from any spells cast by the creature with the blessing have disadvantage on any saves made to resist these effects
Titans: For the next minute any creature you touch is instilled with the strength and power of a Titan. That creature gains advantage on Strength Checks and saves. Additionally on one attack per turn the creature deals an additional 1d8 bludgeoning damage on melee attacks made with strength or any spell that deals force or bludgeoning damage. If the attack is a critical hit the damage on the 1d8 should be counted as the maximum possible roll.
Armor of Chains
At 6th level you can enter a state of defense and surround yourself with dark chains to protect you. As a reaction you can summon the chains in response to any attack or spell made to damage you. Until your next turn your speed drops to zero and you gain +2 to ac and advantage on any save meant to deal damage to you. Additionally you gain resistance to non magical bludgeoning, piercing and slashing damage. On your turn you can still attack or cast spells, but cannot move. These protective chains last until the end of your next turn upon which they return to the earth. You can only use this once until your next long rest upon which you regain the use.
Blessing of Might
At 10th level when you cast the spell Enlarge/Reduce and select the Enlarge option the creature instead goes up an additional size category above what is normal. If you do not know the Enlarge/Reduce spell you automatically learn this spell and add it to your spells known. This cannot be done if the creature is in a space too small to accommodate their size; they only are affected by the spell as they normally would. If there is room for the change such as being in a large space or outdoors, the creature grows to the increased height, for instance from medium up to huge as opposed to large. Additionally they gain an additional die on their advantage for strength saving throws and checks. Also the extra 1d4 changes to an additional 2d6 damage on weapon attacks.
Eyes of the Ancients
Starting at 14th level your patron grants you the ability to see the world as they do, deep within the earth, heightening your senses. You gain Tremorsense out to 30 ft and can pinpoint the location of vibrations within the earth. Any creature within this 30 feet that attempts to surprise or hide from you automatically fails aside from those that are not in contact with the ground or are incorporeal. Additionally this sense is so accurate you can sense subtle details in soundwaves, and can sense the heartbeat of any creature with its feet on the ground. It's precise enough that you can notice slight changes and can tell when a creature is lying to you. If any creature within ten feet of you and its feet on the ground attempts to deceive you, you have advantage on insight checks to determine if it is lying. You also have advantage on checks made to see through illusions as you can detect the actual weight and size of the creature through the vibrations it makes.
Previous Versions
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