Warlock
Base Class: Warlock

The Primal is a being of immense power whose pact with you grants it the ability to influence the world. Drawing upon the Primal's strength, you form an intangible companion called an Egi to aid you. The Primal acts as both protector and advisor, as your increased prowess will allow you to summon forth more of it's essence.

Expanded Spell List

The Primal 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.

Primal Expanded Spells

 

SPELL LEVEL SPELLS

1st

absorb elements, bane

2nd

dust devil, see invisibility

3rd

conjure animals, lightning bolt

4th

death ward, guardian of faith

5th

conjure elemental, planar binding

 

Summon Primal Egi

Starting at 1st level, you are able to draw upon a portion of your patron’s power, giving it form as companion Egi. You have an intrinsic, empathic, bond with this Egi, allowing you to summon or dismiss it as an action and direct it effortlessly. You determine the Egi’s appearance; your choice has no effect on its game statistics.

The Egi has form and is small sized, but it cannot meaningfully affect its surroundings. It can be freely moved through by creatures and does not make opportunity attacks. It has no ability scores and cannot take damage or make saving throws. It floats above the ground and is therefor unaffected by difficult or hazardous terrain, but cannot pass through solid barriers.

Egi Assault

At 1st level, when you deal damage to a creature you can use your reaction to command your Egi to attack, dealing additional force damage equal to your Charisma modifier (minimum 1).

Enkindle

Upon reaching 6th level, you can channel more of your patron’s energy through your Egi to create powerful elemental bursts. As a bonus action, you can cause your next Egi Assault to become empowered. Choose one of the following damage types: acid, cold, fire, lightning, or thunder; The next Egi Assault you trigger deals an additional 1d10 damage of the chosen type and you choose two additional effects from the following list:

    • The Egi Assault deals damage to all enemies within 10 feet of the target.
    • You gain temporary hit points equal to the amount of damage dealt to the target.
    • The target becomes vulnerable to the chosen damage type until the end of your next turn.
    • The next attack against the target before the end of your next turn is made with advantage.
    • The target has disadvantage on the next saving throw it makes before the end of your next turn.
    • The target cannot take reactions until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Dreadwyrm Trance

At 10th level, you can summon forth and give form to an effigy of your patron. As a bonus action, you can cause your Egi to temporarily transform into a manifestation of the elder primal Dreadwyrm. The Dreadwyrm acts as your Egi, and can remain transformed for three rounds. After the Dreadwyrm Trance ends, your Egi is restored to its normal form. Once you use this feature, you must finish a short or long rest before you can use it again.

You can use one of the following actions each turn during the duration of the Dreadwyrm Trance:

Akh Morn

As an action, you can command the Dreadwyrm unleashes a gout of pure radiant energy upon a point you choose within 30 feet. Each enemy in a 20-foot-wide and 40-foot-high cylinder centered on that point must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 5d10 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded. You can only use this action one time during each Dreadwyrm Trance.

Megaflare

As an action, you can command the Dreadwyrm to bombard the area around you with explosive radiant force. The Dreadwyrm makes a single ranged attack against each target you can see within 30 feet, using your spell attack modifier as its attack roll. On a hit, a target is dealt radiant damage equal to 1d10 plus your Charisma modifier (minimum 1) and suffers one additional effect as if using the Enkindle feature. You can only use this action one time during each Dreadwyrm Trance.

Wyrmwave

When you deal damage to a creature you can use your reaction to command the Dreadwyrm to attack, dealing additional radiant damage equal to 1d10 plus your Charisma modifier (minimum 1) and choosing two additional effects as if using the Enkindle feature. You cannot use use ability if you have used another Dreadwyrm Trance action this round.

Primal Confluence

Upon reaching 14th level, you can choose three additional effects when using the Enkindle or Wyrmwave features.

The Primal Image

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