Base Class: Warlock
Your patron is an ancient and powerful elemental storm titan from the dawn of the world.
Expanded Spell List
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. Additionally, if you choose Pact of the Chain you can have a Mephit as your familiar, but it cannot cast spells or summon other mephits.
Primordial Expanded Spells
Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Elemental Absorption
Starting at 1st level, you can harness incoming elemental damage to strengthen yourself. When you take fire, cold, thunder, or lightning damage you can use your reaction to gain resistance to the damage of one of the stated elements of that attack and then gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Once you use this feature you cannot use it again until you finish a short rest.
Primordial Fury
Starting at 6th level, you can harness the power of your patron to enhance your elemental effects. When you deal fire, cold, thunder, or lightning damage you can reroll a number of damage dice. The number of dice you can reroll is equal to your warlock level. You must use the new roll.
You regain all spent charges when you finish a short or long rest.
Elemental Resilience
Starting at 10th level, your familiarity with the elements makes you more resistant to their harmful effects. You have advantage on saving throws against spells and effects that deal fire, cold, thunder, or lightning damage. Additionally you are immune to environmental effects heat or cold.
Aura of the Titan
Starting at 14th level, you have learned to channel the power of your patron through your physical form.
You can use your bonus action to create an elemental area of damage within 10 feet of yourself. You choose between fire, cold, or lightning damage. Any creature you choose that starts their turn within your aura or enters it for the first time takes makes a DEX save (fire/lightning) or CON save (cold) and 2d10 damage of the selected type on a failed save or half as much on a success.
This effects lasts for one minute, until you fall unconscious, or you dismiss this effect as a bonus action.
Once you use this effect you cannot use it again until you finish a long rest.
Previous Versions
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