Warlock
Base Class: Warlock

Old and dangerous, Primordials have a glut of power at their disposal. Few Warlocks dare to make a pact with them, though some are tricked into their servitude. Primordials yearn to complete their goals, whether it be escaping their prison, destroying a Deities plane of existence, or even reviving themselves from the brink of death. Warlocks choosing, or forced, into a pact with this being can have ultimate power beyond their dreams, but there is always a cost. What the cost is depends on the being.

Expanded Spell List

The Pact of the Primordial 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.

Pact of the Primordial Expanded Spells

Spell Level

Spells

1st

burning hands, dissonant whispers

2nd

enlarge/reduce, scorching ray

3rd

fireball, melf's minute meteors

4th

freedom of movement, wall of fire

5th

destructive wave, danse macabre

Primordial Siphon

Starting at 1st level, when you reduce a hostile creature to 0 HP, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). If you have killed the creature, you also gain resistance to a chosen element (Fire, Cold, Acid, Lightning, or Poison) until the end of your next turn.

Debt of Blood

Starting at 6th level, you have protection granted by your Patron. If you take damage from a hostile creature, you may call upon your patron for protection. The creature makes a Wisdom Saving throw against your spell save DC. On a failure, the creature takes 2d10 psychic damage and is paralyzed until the end of your next turn. Half damage and no paralysis on a success.

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

Sacrifice of the Soul

Starting at 10th level, your patron can defend you against death itself. Before any death saving throw, you may ask your patron to grant you the power to rise again. In doing so, the Patron may require something of you, but not always. When the power is granted, roll 1d4 times 10. All creatures within that many feet of you must make a Dexterity saving throw of your spell DC or be pushed away 10 feet. You rise from the ground and land on your feet with 1 hitpoint. You may immediately vanish into the shadows and appear within 60 feet of where you were.

You must complete a long rest to use this feature again.

 

Eyes of the Old

Starting at 14th level, when you succeed on an attack roll against a creature, you may invoke your Patron to cast down the creature. Your form grows dark and the shadow of the Primordial flickers behind you, your eyes turning pitch black as you stare down the creature. The creature immediately takes 8d12 damage and must make a Wisdom Saving throw against your Spell Save DC or be frightened of you permanently. 

The shadows fade after the attack, but your eyes remain pitch black for 1d4 hours. You have advantage in Intimidation checks and disadvantage on Persuasion rolls for the duration.

Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes