Warlock
Base Class: Warlock

Your Patrain is an otherworldy yet powerful Celestial body that takes the shape of a moon its surface is lined with elemental crystals, orbiting the far reaches of the Material plane, granting power to those who have merged with its crystals that have broken off from its form. Warped in and landed in the mortal realm, these crystals latch onto both body and soul once merged. The crystals reverberate with pure elemental powers granting powerful abilities if eldritch magics aren't implanted in the mind. These crystals don't only take one color if merged their color can be changed by the wilder at any time. These crystals latch onto the body and cannot be removed though with some willpower, they can be moved around and change shape despite their looks the crystals on one body cannot be used as weapons or protection as their power comes from their elemental power.

Expanded Spell List

The Constructs crystals let 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.

Crystalline Celestial Expanded Spells
Spell Level Spells

1st

Absorb ElementsChromatic Orb

2nd

Maximilian's Earthen Grasp, Rime's Binding Ice

3rd

Glyph of Warding, Elemental Weapon

4th

Conjure Minor Elementals, Control Water

5th

Wall of Stone, Maelstorm

Polycrystal Adaption

At level 1:  You may use your bonus action to make one of your Cantrip spell attacks to deal a special area of effect that will deal 1d4 (1d6 level 5: 1d8 level 7: 1d10 at level 11:) (Cold, Fire, or Lightning damage (Your choice of which).  if the target fails a CON saving throw equal to your spell save DC the selected damage type emanates causing a condition to any creature instantaneously if they also fail the CON saving throw
additionally, You can learn one cantrip (learn another at level 6) of "Ray of Frost" "Fire Bolt" "Mold Earth" and "Shocking Grasp"

-Cold: Chilled
-Fire: Buring 
-Lighting: Shocked 

This trait can only be used equal to your proficiency bonus, it is refreshed after a long rest or short rest

If Eldritch Blast is learned,  bonus damage is removed and the enemies will have advantage, on saving throws on the condition effect. and you cannot use the extra cantrips learned from this trait 

Amorphous Construction

At 6th level: You learn the Conjure Elemental spell, Once per long rest you can cast Conjure Elemental without expending a spell slot, From now on Conjure Minor Elementals/Conjure Elemental Spells no longer require concentration and all Summoned elementals can no longer become hostile to the caster, only a max of 1 (2 at level 10) Elemental and 2 Minor Elementals (4 at level 10), Once you cast any Conjure Minor/Elemental spell it gains +1 AC and gains an extra 2d8 (1d8 if Conjure Minor Elemental is used)Cold, Fire, Lighting Damage (Your choice) to all of its attacks and gain resistance to the chosen damage type.

per short rest equal to your proficiency bonus, any large Elemental May use its action to construct a Crystal obelisk instantaneously up to 30ft away, the obelisk is 10ft tall and 5ft wide, The crystal emits both the original element of the Elemental and the chosen damage type, it is conserved difficult terrain except to the summoned elementals 25 ft around the crystal, all enemies that have ended their turn in the radius must make a 15 dex saving throw or take 4d8 damage (Same to the original Elmentals type, Earth would deal magical bludgeoning damage) + 2d8 damage of chosen extra type, take half damage on saving throw

If you use Conjure Elemental spell using this trait until a long rest you can cast Conjuration spells

If Eldritch Blast is learned You cannot choose an extra element, or be granted extra summonable allies at level 10

Crystalline Entrapment

At level 10: You can use your action to construct a valley of crystals targeting up to 3 enemies 65 ft away these crystals emit A frosty mist/Engulfing Flame/or a high-frequency alternating current (Your choice) creatures must succeed a Dexterity saving throw equal to your spell save DC + proficiency bonus or be Pined for 3 turns and take 3d4  Cold/Fire/Lighting damage depending on element type selected at the end of the inflicted creatures turn the affected creature. At the end of the creature's turn must make another Constitution saving throw equal to your spell save DC + proficiency bonus at the end of each of its turns. On three fails it is engulfed by the crystals no longer able to be revived or healed. 

Additionally, if a creature's HP is reduced to 0 by this effect, or is successfully engulfed, after 3 turns or 30 seconds the crystals will begin branching onto the floor 100 ft radius, 25ft per turn, if touched or stood on the crystals, a creature must make a Dexterity saving throw equal to your spell save DC + proficiency bonus, on a failed to save the creature will suffer the Entangled condition and will suffer the effects of Crystal Entrapment as if it was casted on it. 

The caster is immune to the effects of the branching crystals but is considered tough terrain to them, the caster may also make the branching crystals retract returning to the creatures entombed by the crystals doing this won't make the crystals branch out again.

You can use this trait once per long rest

If Eldritch Blast is learned this trait cannot branch into the surrounding area


Crystal Growth Retort

At Level 14: Once you've finished a long rest you may choose two out of fire/cold/Lighting, you gain a 1/4 damage resistance to the selected damage types, this feature lasts until another long rest which you may choose again. In response to harm you may use your reaction at the cost of one of your damage resistances made from this feature the creature must make a DEX saving throw against your warlock spell save DC. On a failed save the creature's weapon/body part used to damage you is encased in crystals unable to attack with that weapon/body part. If it's an equipable weapon the creature cannot switch weapons or equip another weapon, the creature affected will take 2d8 fire/cold/Lighting damage. This effect lasts 3 turns at the end of the 3rd turn the effect ends.


If Eldritch Blast is learned you only choose one resistance and can only use this feature once

Previous Versions

Name Date Modified Views Adds Version Actions
6/10/2024 8:00:32 AM
4
0
1st
Coming Soon
6/10/2024 8:08:46 PM
11
0
2nd
Coming Soon
8/20/2024 8:19:38 AM
36
1
3rd
Coming Soon

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