Level
9th
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect

Upon casting this spell, choose one of the of following options:

Eldritch Finale: Cataclysmic Barrage - 

You conjure a multitude of unstable Eldritch Blasts to decimate your enemies. Roll 1d12 and add your Charisma modifier to determine the number of Eldritch Blasts manifested. You may choose any number of creatures to attack with any number of blasts, up to the number you rolled. Eldritch Blasts conjured from this spell ignore damage resistances and hit automatically. Affected creatures may make a Dexterity saving throw, taking half damage on a successful save.

Eldritch Finale: Cosmic Erasure (Requires Concentration) -

You blast open a dark rift to eldritch nothingness. Choose a point you can see. A rift 30 ft in diameter opens and heavily obscures the area. Creatures of your choice in this area are blinded as if by magical darkness. Each round, you may use your bonus action to cause an eldritch beam to strike each creature of your choice within this area, dealing 1d10 damage to them. At the end of each of your turns, the rift grows 10 ft in all directions and the damage of each beam increases by 1d10. A creature reduced to 0 Hit Points by one of these beams is erased from existence, leaving no remains or memory of them. The rift grows for 1 minute (or until you lose concentration) and then collapses in on itself, leaving no trace.

Eldritch Finale: Obliterating Beam - 

You call down a colossal beam of eldritch power from beyond the stars, which streaks down from the sky in a flash of light. Choose a point within range. A 30-foot radius, 100-foot tall cylinder of force energy crashes down on that point. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 15d10 force damage and is stunned until the end of your next turn. On a success, the creature takes half as much damage and is not stunned.

The beam leaves behind an unstable arcane residue, which continues to pulse for 1 minute, causing the area to be considered difficult terrain. Any creature entering the area or starting its turn there must make a Wisdom saving throw or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success.

* - (A drop of blood from a creature over 1000 years old.)

Available For: Warlock

ImperialSWAT

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