Warlock
Base Class: Warlock

Your patron is a primordial elemental titan, connected to the natural world around you. Their goals are as varied as they are themselves ancient, for example, freeing them, preserving the natural order, or overcoming some natural or divine opposition to their interests. Your titan patron is manifest in a particular element; fire, earth, water, or air. Your pact with them derives from a commitment to their aims, and their place in the natural order. 

Your patron 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. When you cast spells from titan pact expanded spell list the damage type dealt by that spell is determined by your titan patron: 

  • Fire Titan -> fire damage
  • Ice Titan -> cold damage
  • Air Titan -> lightning damage
  • Earth Titan -> bludgeoning damage

For example, if your patron is a elemental Fire Titan, and you cast Ice Knife, this will deal fire damage, instead of piercing and cold damage, or if you cast Insect Plague and your patron is an elemental Air Titan, the damage type is Lightning, not piercing.  All other features of the spell are unchanged.  

Titan Pact Expanded Spells
Spell Level Spells
1st Ice Knife, Thunderwave
2nd Flaming Sphere, Spike Growth
3rd Call Lightning, Sleet Storm
4th Fire Shield, Guardian of Nature
5th Conjure Elemental, Insect Plague

One with the elements

From 1st level, when you take your pact, your patron provides you with physical enhancements from their domain. This grants you one cantrip, proficiency in one skill, and one additional feature, depending on your titan patron:

 Patron Cantrip Proficiency Feature
Fire Titan Mending Insight If you do not have dark vision, you gain dark vision with a range of 60 feet. If you already have dark vision, the range increases by 60 feet. 
Ice Titan Shape Water Intimidation If reduced to 0 hit points you assume a form of ice. While in your form of ice you must still roll death saving throws in the normal way, but you do not fall prone, and gain +5 to your AC. However, you lose one additional death saving throw if you suffer fire damage in this form
Air Titan Guidance Acrobatics You can hold your breath indefinitely
Earth Titan Resistance Athletics Ignore all non-magical difficult terrain, except while underwater

Elemental Communion

 From 6th level, you may speak with your patron directly, to understand the environment around you. 

You may cast a limited form of the Commune spell without using a spell slot, and without material components. Your patron can only provide with information related to their elemental domain. For example, a Fire Titan patron may know the location of nearby settlements, but may not know whether you are being scryed upon.  Titans aren't omniscient, your DM will determine how much your patron can support you given their domain and your question. 

  • From 6th level your patron will answer a single question. 
  • From 10th level your patron will answer two questions. 
  • From 14th level your patron will answer three questions. 

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

Ancient Energies

From 10th level, the force of your titan patron fuels you in combat. Once per short rest when you take damage of a type associated with your patron (fire, cold, lightning, or bludgeoning)  you may use your reaction to negate that damage, and gain immunity to that damage type for one minute. You can one additional benefit, depending on your Titan patron:

  • Fire Titan: Every time you deal fire damage to a creature, that damage is increased by 1d8.
  • Ice Titan: When you deal damage with a cantrip, you regain 1d12 hitpoints 
  • Air Titan: Unless you are unconscious or incapacitated, you may force creatures to succeed on a Strength Saving throw against your spell save DC before they are able to move adjacent to you. Creatures starting their turn adjacent you succeed on the same save or be moved 5 feet directly away from you. 
  • Earth Titan: When you land a critical hit against a creature, the target must succeed on a constitution saving throw against your spell save DC or be restrained. They must repeat the save at the end of their next turn, ending the effect on a success, or becoming petrified on a failure. 

 

 

Avatar of the Titan

From 14th level you can draw directly on your titan patron in battle. As an action you may summon an avatar of your patron to a point you can see within 90 feet. After this ability has been used you may not use it again for a number of long rests equal to 1d10 minus your proficiency modifier (minimum 1). 

This Avatar:

  • Is between 20 and 30 feet tall, and counts as Huge.
  • Does not have hit points; any damage they would take you take instead.
  • Has a base movement speed equal to your own. 
  • Has +10 to all saving throws, and +5 to all ability checks and initiative (in combat they have their own initiative).
  • Is resistant to all damage, and immune to stunned, poisoned, petrified, paralyzed, blind, deaf, exhaustion, charmed, and diseased
  • Lasts for 10 minutes, or until you die or shift to a different plane . For clarity, they remain if you fall unconscious.
  • Follows your commands, which you can give either verbally or telepathically as a free action. If no commands are issued they will act to protect you.  
  • Does not require your concentration. 

In combat on their turn, the avatar can make either two melee attacks, +10 to hit, 2d12+5 damage, or one ranged attack, +10 to hit,  3d12+5 damage. The damage type is determined by your pact Titan (fire, cold, lightning, or bludgeoning). Alternatively, you may cause your avatar to use its action to destruct on its turn, causing a specific effect (set out below). When you use this feature it doubles the length of time before you can summon your avatar again. They also have the following features as follows: 

  Special Movement Allied bonus Area affect Destruction effect
Fire Titan A flight speed of 30.   Allies within 30 feet of the Avatar have immunity to fire damage All creatures starting or ending their turn within 30 feet of the titan take 1d6 fire damage plus your proficiency modifier Inferno; your avatar explodes. All creatures within 60 feet of the Avatar  must make a DC18 Dexterity saving throw or suffer 12d12 fire damage (half as much on a success), and be knocked back 30 feet, and become prone (no forced movement on a success).
Ice Titan A swim speed of 120 feet Allies within 30 feet of the Avatar have immunity to cold damage, and, when healed receive maximum healing from any source.  All creatures have disadvantage on ranged attacks against creatures within 30 feet of the avatar, and advantage on ranged attacks made while within 30 feet of the avatar.  Tidal wave; your avatar draws to it all liquid water in a sphere with radius 60 ft, before pushing it all in a 30ft wide, 30 ft high wave in a single direction of its choice.  Creatures caught in this wave are pushed 120 feet and knocked prone, there is no save. They must also succeed on a DC18 Strength saving throw or take 10d10 cold damage (half as much on a success), and have their speed reduced by half for 1 minute.
Air Titan A fly speed of 60 feet.  Allies within 30 feet of the Avatar have immunity to lightning damage, and share its flying speed.  All creatures have disadvantage on ranged attacks against creatures within 30 feet of the avatar, and advantage on ranged attacks made while within 30 feet of the avatar.  Tornado; your avatar swirls into a whirling tornado before dispersing. All creatures within 30 feet must make a DC25 strength saving throw, falling prone on a success. On a failure creatures are lifted 200 feet in the air before being dropped and taking the requisite fall damage. If creatures cannot be lifted that far (because they, for example, hit the ceiling of a cave), the creatures take 2d6 bludgeoning damage for every 10 feet they were lifted, before then taking the requisite fall damage.
Earth Titan Earth-glide speed of 45 feet. It cannot swim. Allies within 30 feet of the Avatar have resistance to bludgeoning damage, and cannot be forced to move.  The area within 60 feet of the Avatar is considered non-magical difficult terrain.  Implosion; creatures and objects within 30 feet of the titan must succeed on a DC18 Strength check or take 6d12 force damage (half on a success) plus 12d12 bludgeoning damage (none on a success) and be drawn in to the titan and then flung 60 feet in a random direction.

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