Warlock
Base Class: Warlock

Warlock Subclass Details


The Primordial Hunger

The Endless Hunt

  • This deals an additional 1d10 damage on all of your attacks and spells.
  • Your patron's attacks increase in power by 1d10 after successfully killing a creature.

This effect lasts until the end of your next turn but replenishes the duration after each elimination, which stacks upon kills.

If you fail to kill a creature by the end of your next turn. Your patron will deal 1d10 equal to the halved amount you've accumulated to you as a sacrifice offering.

Inescapable Chase

If you eliminate your prey, you get another free dash action and you can choose one creature for your patron to grab ahold of to reduce their movement speed to 0 or ground them from the sky. If you fail to kill a creature by the end of your next turn. Your patron will reduce your movement to 0 until the end of your next turn.

The Primordial Hunger Spell List

When you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Insatiable Thirst

 In return for feeding your patron, you get healed for every creature slain. If you have maximum hit points. Then, the health becomes a temporary hit point.

Tiny Creatures- 1d6

Small Creatures- 1d8

Medium Creatures- 1d10

Huge Creatures- 1d12

Gargantuan Creatures- 1d20

Shrouded Teeth/Grasping Throat

Shrouded Teeth. Your connection with your patron has strengthen as you successfully feed them. When a creature attacks you or perform any action towards you. You can ask your patron protect you temporary by negating one instance of damage or cleansing any conditions at a cost that you ensure you eliminate the threat. If you fail to eliminate the target or they escape. Then your patron will release all the damage and conditions back onto you. 

Grasping Throat. Your connection with your patron has weaken as you fail to feed them. When a creature attacks you or performs any action towards you. Your patron will inflict the same amount of damage or conditions back to the target. If you successfully eliminate the threat. Then, your patron will slow the nearest creature regardless of alliance. If you fail to eliminate the threat or they escape. Your patron will increase the duration of the condition or make you unable to heal until the end of your next turn. 

 

Grasping Throat

Grasping Throat. Your connection with your patron has weaken as you fail to feed them. When a creature attacks you or performs any action towards you. Your patron will inflict the same amount of damage or conditions back to the target. If you successfully eliminate the threat. Then, your patron will slow the nearest creature regardless of alliance. If you fail to eliminate the threat or they escape. Your patron will increase the duration of the condition or make you unable to heal until the end of your next turn. 

Shrouded Teeth

Shrouded Teeth. Your connection with your patron has strengthen as you successfully feed them. When a creature attacks you or perform any action towards you. You can ask your patron protect you temporary by negating one instance of damage or cleansing any conditions at a cost that you ensure you eliminate the threat. If you fail to eliminate the target or they escape. Then your patron will release all the damage and conditions back onto you. 

 

The End

The Primordial Shepard. Your patron has grown satisfied with your offerings. Your patron reliance on your strength has given you more power to finish your prey. You and your patron will consume and take revenge on anything that comes across you. When you land an attack on a creature and they fall below a one-third of their maximum hit points. You can tell your patron to take them to their dimension to consume them. A creature must roll a Dexterity Saving Throw. On a fail save, the creature is taken and consumed. On a successful save, the creature takes 20d6 damage regardless of immunities or resistances. This can only happen to one creature per long rest or expend a Pact Magic Slot to use this again. 

  • The Endless Hunt. Your patron deal 1d12 instead of 1d10
  • Inescapable Chase. Your patron can reduce 3 creature's movement to 0 and bring them down from the sky.  
  • Insatiable Thirst. Each kill instantly heals you 1d20+ your Charisma modifier but you get no temporary health. 
  • Shrouding Teeth. As an reaction, you can step into your patron dimension to avoid an attack and teleport to an area 30 feet away. If you choose to appear behind a creature. They gain the surprised condition.

The Silent End. Your patron has grown dissatisfied with your offerings and begun losing faith and strength and has abandoned you. The absence of your patron has severely weakened you but their essences and powers still linger within you. You can use an action to summon a cloud of smoke to engulf any creature caught within a 30 foot cone area and have the frightened condition. You can use this once before needed to take a long rest or expending a pact slot. You can use any feature above without any draw backs.

  • The Endless Hunt. A dark smoke-like substance consumes your enemies whenever you attack them dealing an additional 1d8 which increases damage after each kill but resets after a short rest. 
  • Inescapable Chase. You can use an additional free dash at the start of each of your turns. 
  • Insatiable Thirst. The slows of your victims linger towards you every 10 feet after each turn. Once they reach you, they heal you for 1d20+ your Charisma Modifier.
  • Grasping Throat. You can use an reaction to use your dark smoke-like substance to block one instance of damage and engulf your threat in the smoke. A creature must roll a Dexterity Saving Throw or become paralyzed until their next turn. 
The Primordial Shepard.

The Primordial Shepard. Your patron has grown satisfied with your offerings. Your patron reliance on your strength has given you more power to finish your prey. You and your patron will consume and take revenge on anything that comes across you. When you land an attack on a creature and they fall below a one-third of their maximum hit points. You can tell your patron to take them to their dimension to consume them. A creature must roll a Dexterity Saving Throw. On a fail save, the creature is taken and consumed. On a successful save, the creature takes 20d6 damage regardless of immunities or resistances. This can only happen to one creature per long rest or expend a Pact Magic Slot to use this again. 

  • The Endless Hunt. Your patron deal 1d12 instead of 1d10
  • Inescapable Chase. Your patron can reduce 3 creature's movement to 0 and bring them down from the sky.  
  • Insatiable Thirst. Each kill instantly heals you 1d20+ your Charisma modifier but you get no temporary health. 
  • Shrouding Teeth. As an reaction, you can step into your patron dimension to avoid an attack and teleport to an area 30 feet away. If you choose to appear behind a creature. They gain the surprised condition.

The Silent End

The Silent End. Your patron has grown dissatisfied with your offerings and begun losing faith and strength and has abandoned you. The absence of your patron has severely weakened you but their essences and powers still linger within you. You can use an action to summon a cloud of smoke to engulf any creature caught within a 30 foot cone area and have the frightened condition. You can use this once before needed to take a long rest or expending a pact slot. You can use any feature above without any draw backs.

  • The Endless Hunt. A dark smoke-like substance consumes your enemies whenever you attack them dealing an additional 1d8 which increases damage after each kill but resets after a short rest. 
  • Inescapable Chase. You can use an additional free dash at the start of each of your turns. 
  • Insatiable Thirst. The slows of your victims linger towards you every 10 feet after each turn. Once they reach you, they heal you for 1d20+ your Charisma Modifier.
  • Grasping Throat. You can use an reaction to use your dark smoke-like substance to block one instance of damage and engulf your threat in the smoke. A creature must roll a Dexterity Saving Throw or become paralyzed until their next turn. 

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