Warlock
Base Class: Warlock

Your patron is a powerful Titan, a creature born to rule. It might already be dead or it is exiled to a mysterious land from which it wants to escape. Its intentions may vary depending on the Titan or Titaness. The motives of these creatures is usually wanting to be freed or wanting to dethrone the current rulers of the world. These Titans may include Perses, Titan of destruction; Rhea, Titaness of fertility; Themis, Titaness of law; Atlas, Titan who carries the heavens.

Expanded Spell List

The Titan 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.

Spell Level Spells

1st

Detect Evil and Good, Hunter's Mark

2nd

Darkvision, See Invisibility

3rd

Spirit Guardians, Blinding Smite

4th

Fire Shield, Locate Creature

5th

Wall of Force, Dominate Person

The Titan's Will

Starting at 1st level, your patron grants you the ability to summon the strong will of the Titan. As an action, you can cause each creature within 10 feet of you that you choose to make a charisma saving throw against your warlock spell DC. The creatures that fail their saving throw are all charmed for 1 minute, or until damaged.

Once you use this feature, you can't use it again until you finished a short or long rest.

Destruction's Pain

Starting at 6th level, you learn to twinge those who damage you. When someone hurts you, you can use your reaction to impose 1d10 force damage.

Once you use this feature, you can't use it again until you finished a short or long rest.

At 10th level you can use this feature twice.
At 16th level you can use this feature three times.
At 19th level you can use this feature four times.

Decuman Vindication

Beginning at 10th level, your patron teaches you how to defend your self against wizardry and witchcraft. You have advantage on saving throws against magical effects.

Demolishing Flashback

Starting at 14th level, you gain the ability to bring people back into their worst memories. You can use your action to choose a creature you can see within range, that creature must make a wisdom saving throw. On a failed save the creature is brought back into its worst nightmare, with a few tweaks making it more horrifying (DM can choose those tweaks). You can see the memory.

While this effect is happening the creature is incapacitated. The effect lasts for a minute, or until the creature is harmed. At the end of the effect the creature takes 3d10 psychic damage, and is frightend until the end of its next turn.

You can use this feature once per short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes