Base Class: Warlock
Your patron is one of the primeval creatures that walked the material plane before the gods touched it.
This version doesn't actually expand the spell list to the levels depicted due to protected, purchasable content.
Expanded Spell List
The Primeval 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.
Primeval Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | absorb elements, chromatic orb |
| 2nd | dragon's breath, snilloc's snowball swarm |
| 3rd | call lightning, melf's minute meteors |
| 4th | ice storm, storm sphere |
| 5th | cone of cold, immolation |
Titan's Strength
Starting at 1st level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, you to deal double damage to objects and structures.
Unearthly Movement
Starting at 6th level, you can call on your patron to grant you unearthly movement for a time. You can spend an action to gain one of the following for 10 minutes:
- Aetherial Wings: You sprout a pair of massive, ghostly, feathered wings from between your shoulder blades and gain a flying speed equal to your walking speed. Additionally, you can take the disengage action as a bonus action on your turn.
- Abyssal Tentacles: You grow a pair of large tentacles from bellow your your shoulder blades and gain a swimming speed equal to your walking speed. Additionally you gain the ability to breath underwater.
- Terrestrial Claws: You grow a second pair of arms originating on the sides of your body, below your primary pair. They have massive claws on them, resembling a bear's paw, you gain a natural weapon attack equal to 1d6 slashing + your charisma modifier. You can make an extra attack as a bonus action using these claws whenever you cast a spell or make an attack roll. Additionally you gain a burrowing speed equal to your walking speed.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Titanic Fortitude
Starting at 10th level, at the start of your turn in combat, if you have at least one hit point remaining and have less than half your maximum hit points, you regain hit points equal to your charisma modifier (minimum of 1).
Primeval Maelstrom
Starting at 14th level, you can use an action to create a massive storm around you with a safe area or eye, in a 10 foot radius around you with the storm expanding an additional radius equal to 10 times your charisma modifier (minimum 1). The storm stretches 120 feet high The storm follows with you as move and lasts for 2 minutes (20 rounds).
Within the storm powerful winds blow, dispersing any spell or effects that can be dispersed from strong winds. Additionally dark clouds permeate the storm causing the affected area to be heavily obscured.
The storm requires concentration as if concentrating on a spell. If you lose concentration on the storm however, it does not end. Instead the eye disappears and the storm no longer follows with you.
When the storm appears, each creature in it must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 acid, cold, fire, lightning, necrotic, poison, radiant, and thunder damage (16d6), on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the storm's area for the first time on a turn or ends its turn there.
Once you use this feature, you can’t use it again until you finish a long rest.
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