Multiattack. The warlock makes two mace attacks.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) Fire, Cold, Thunder, or Lightning damage.
Fissure. The warlock opens a momentary rift in the earth in a 60 foot line emanating from itself. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and is restrained in the fissure line until the start of the warlock’s next turn. On a successful save, a creature takes half as much damage and isn’t restrained.
Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: detect magic, guidance, armor of agathys, mage armor (self only), mage hand, minor illusion, prestidigitation, elemental weapon
1/day each: enlarge/reduce, detect thoughts, call lightning
Among Giants (Recharges after Short or Long Rest). When attacked by a visible creature within 30 feet of it, the warlock can cast enlarge/reduce without concentration either on itself or the attacking creature forcing it to make a DC 14 Constitution saving throw.
Description
Warlocks of the Giant gain their powers through magical pacts forged with powerful giant kin of the Ordning, (Storm, Cloud, Fire, or Frost Giants). Some of these warlocks associate with cultists devoted to these entities, or work with giants towards a shared goal, yet other warlocks of the Giant specialize in preventing giant kin from enforcing their will upon the peoples of the world.
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.
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