Warlock
Base Class: Warlock

Since the Sundering, deities have avoided Abeir, honoring Ao's agreement with the Primordials that Abeir was to be their world. Since the second Sundering, that agreement has been abrogated repeatedly, and the Primordials of Abeir have awakened to enforce their ownership of the world. The Abeir Wardens are warlocks sworn to those Primordials, who draw magical power from the natural and elemental connections, with the intention of protecting Abeir from further incursion. 

Most Abeir Wardens would be described as xenophobic, despising the faithful of Toril on principle, though a few moderate their personal distaste for deities enough to tolerate those who feel differently. A rare few clerics and paladins volunteered to serve as Abeir Wardens in order to protect the agreement from Toril's side of the divide. 

The magic of Abeir Wardens is a combination of arcane and natural, and rather than an expanded spell-list granted by their patron, Abeir Wardens are able to learn Pact Magic spells from the Druid spell-list as well as the Warlock spell-list.

Pact Shield

The wardens of Abeir are trained to function in all types of armor and are accomplished users of shields - which may be ornately crafted or decorated to reflect their accomplishments and allegiances. You gain proficiency in medium and heavy armor and shields. 

Beginning at first level during a short rest you may paint, carve, write, draw or otherwise decorate a shield in any way you wish, whispering promises, wishes or recitations to imbue the shield with magic. At the end of the short rest, and until you imbue another shield, you may add your Charisma bonus to your armor class whenever the shield is equipped. 

Imbued Armor

Much more complicated than decorating a shield, accomplished Abeir Wardens imbue elemental and para-elemental (which exist at the merging of two elements) energy into an attuned suit of armor, granting a range of abilities to suit the anticipated situation at hand. At sixth level at the completion of the attunement, the armor takes on a physical appearance corresponding to the elemental energy it is attuned to, with suggestions described below. There will be some obvious sign of the attunement, but details are at the discretion of the DM & player. Armor and shield cannot be attuned or re-attuned in the same rest.

Air-attuned armor may appear whispy or translucent, or it might flutter like leaves in a breeze. Air-attuned armor grants the wearer resistance to thunder damage and vulnerability to force damage. The wearer gains a flying speed (cannot hover) equal to the wearer's walking speed.

Dust-attuned armor might appear gritty like fine sand, or fluffy with accumulated dander, cobwebs and lint. Dust-attuned armor grants resistance to necrotic damage, and vulnerability to psychic damage. As a bonus action, the wearer can cause one target within 5 feet to be blinded until the end of the wearer's next turn, unless the target succeeds on a Dexterity saving throw.

Earth-attuned armor may look dirty or made of stone. Earth-attuned armor grants the wearer resistance to lightning damage and vulnerability to thunder damage. The wearer cannot be knocked prone involuntarily.

Fire-attuned armor might glow faintly like an ember or tiny tongues of flame may curl from under the edges of the armor. Fire-attuned armor grants the wearer cold resistance and vulnerability to acid damage. As a reaction to being the target of a melee attack the wearer may emit a puff of flame, dealing 1d4 fire damage to the attacker. 

Ice-attuned armor might be covered with frost or dusted with snow, or might appear as if the armor were carved from solid ice. Ice-attuned armor grants resistance to radiant damage and vulnerability to bludgeoning damage. The wearer of the armor is immune to the grappled condition.

Magma-attuned armor might glow faintly in moving jagged patterns of black and orange or could crackle and groan, dropping small pebbles of hot stone from the edges. Magma-attuned armor grants resistance to slashing damage and vulnerability to cold damage. The wearer of the armor forces objects and creatures from their path effortlessly while walking, ignoring any difficult terrain which is not cold or water-related. Any corporeal creature up to two size categories larger than the wearer is either forced 5 feet to the side of the wearers path, or along the wearers path to end 5 feet in front of the wearer (creature's choice).

Mud-attuned armor might seem slick with dirty slime, or like thick oozing chunks of soft earth. Mud-attuned armor grants resistance to piercing damage and vulnerability to fire damage. The wearer has advantage on Strength saving throws.

Smoke-attuned armor might appear to undulate, roil and billow, or could emit thin wisps and curls of black smoke as the wearer moves. Smoke-attuned armor grants resistance to acid damage and vulnerability to radiant damage. At will (no action required) the wearer can create a 10 foot cube of lightly obscuring smoke which must include and moves with the wearer. The cube dissipates under the effects of strong wind, a Gust or similar cantrip or if the wearer falls unconscious.

Steam-attuned armor might seem like an insubstantial cloud hugging the wearer, or rising in waves of moist heat with every movement. Steam-attuned armor grants resistance to poison damage and vulnerability to necrotic damage. The wearer has advantage on all Consitution saving throws and checks.

Water-attuned armor might drip and appear wet constantly, or could be transparent with small creatures swimming within it. Water-attuned armor grants resistance to fire damage, vulnerability to lightning damage and advantage on dexterity checks and saving throws.

Primordial Bulwark

At tenth level, the elemental abilities of attuned armor can be stacked, adding a second type of elemental or para-elemental energy at the end of a short rest. Once imbued with a second energy type, if the armor is out of the warlock's physical contact for more than one hour, it is consumed / destroyed by the conflicting energies within (DM's discretion to what degree this affects magical armor). Armor can be un-imbued of either energy type at the end of a long rest. 

Portal Keys

Abeir Wardens of the highest order are among the few individuals who can freely travel to and from Abeir. At fourteenth level you can cast Plane Shift once without expending a spell slot. The target location must be somewhere you have physically been before. You cannot use this ability again until you complete a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2022 9:01:29 PM
148
14
1.0
Coming Soon
4/28/2022 6:29:51 PM
291
20
1.1
Coming Soon
5/27/2022 1:27:23 PM
332
5
1.2
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes