Warlock
Base Class: Warlock

You have made a pact with the physical embodiment of some sort of emotion, be it fear, rage, lust, e.t.c. They grant you the ability to draw upon your own emotions, as well as those of the ones around you, to summon forth into the physical realm

Expanded Spell List

The Primal Emotion 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.

Primal Emotion Expanded Spells
Spell Level Spells

1st

disguise self, silent image

2nd

detect thoughts, calm emotions

3rd

sending, phantom steed

4th

fabricate, faithful hound

5th

creation, arcane hand

Chosen Emotion

Starting at 1st level, you choose the type of emotion your patron represents. These can be chosen from Fear, Rage, Lust, or Joy. Fear focuses on terrifying and disorienting your enemies, Rage focuses on damaging your enemies and causing infighting, Lust focuses on charming your enemies and reducing their will to fight, and Joy focuses on protecting and empowering your allies.

Fear

Your Patron is the Primal Embodiment of Fear. You can create magical constructs based off of your or other peoples fears, and use it to disrupt and terrify enemies during combat.

Joy

Your Patron is the Primal Embodiment of Joy. You can create magical constructs based off of things that inspire and make you happy, or do the same for those around you, and use it to empower and protect you allies during combat.

Lust

Your Patron is the Primal Embodiment of Lust. You can create magical constructs based off of things that attract you or others around you, and use it to disrupt and charm enemies during combat.

Rage

Your Patron is the Primal Embodiment of Rage. You can create magical constructs based off of things that enrage you or others around you, and use it to disrupt and cause infighting among enemies during combat.

Manifest Emotions

Starting at 1st level, your patron gives you the ability to create constructs based off of your patron's chosen emotion.

Fear

As an action you are able to create a construct that takes the form of either your worst fear or the form of someone else's worst fear if you know what it is. The construct appears right in front of you or in the closest available space, and is Medium size. The construct is immune to damage and can only be destroyed with a dispel magic or other similar effect. You can use your bonus action to move the construct up to 30 ft. Any creature besides you that begins its turn within 15 ft. of the construct must make a Wisdom saving throw against your warlock spell save DC. Any creature that fails its saving throw becomes frightened by the construct for 1 minute. If the construct is based of the fears of a specific creature that creature has disadvantage on the saving throw. A creature can repeat this saving throw at the beginning of it turn to end the effects, with disadvantage if its based off of whatever that creature is afraid of. After 5 minutes or if you make another construct the first construct disappears. You also gain immunity to being frightened due to your patrons gift.

Joy

As an action you are able to create a construct that takes the form of either whatever makes you happy or the form of something that makes someone else happy if you know what that is. The construct appears right in front of you or in the closest available space, and is Medium size. The construct is immune to damage and can only be destroyed with a dispel magic or other similar effect. You can use your bonus action to move the construct up to 30 ft. You and any ally that begins its turn within 15 ft. of the construct have advantage on saving throws and skill checks for as long as they are within 15 ft. of it. If the construct is based off of something that makes a specific ally happy, that ally also can get a bonus equal to half their level rounded down to any saving throws or skill checks. After 5 minutes or if you make another construct the first construct disappears.

Lust

As an action you are able to create a construct that takes the form of either your desires or the form of someone else's desires if you know what it is. The construct appears right in front of you or in the closest available space, and is Medium size. The construct is immune to damage and can only be destroyed with a dispel magic or other similar effect. You can use your bonus action to move the construct up to 30 ft. Any creature besides you that begins its turn within 15 ft. of the construct must make a Wisdom saving throw against your warlock spell save DC. Any creature that fails its saving throw becomes charmed by the construct for 1 minute. If the construct is based of the desires of a specific creature that creature has disadvantage on the saving throw. Any creature charmed by the construct follow it around and stare at it, doing nothing else with their actions. A creature can repeat this saving throw at the beginning of it turn to end the effects, with disadvantage if it is based off of whatever that creature desires. After 5 minutes or if you make another construct the first construct disappears. You also gain immunity to being charmed due to your patrons gift.

Rage

As an action you are able to create a construct that takes the form of either something that enrages you or the form of something that enrages someone else if you know what that is. The construct appears right in front of you or in the closest available space, and is Medium size. The construct is immune to damage and can only be destroyed with a dispel magic or other similar effect. You can use your bonus action to move the construct up to 30 ft.  Any creature besides you that begins its turn within 15 ft. of the construct must make a Wisdom saving throw against your warlock spell save DC. If the construct is based off of something that enrages a specific creature, that creature has disadvantage on the saving throw. Any creature that fails its saving throw becomes enraged for 1 minute, losing the ability to distinguish friend from foe, and regards all creatures it can see as enemies, and prefers attacking the closest creature to it, or whatever it considers the largest threat to be, but ignores the construct. Any enraged creatures cannot concentrate on spells. A creature can repeat this saving throw at the beginning of it turn to end the effects, with disadvantage if its based off of what enrages that creature. After 5 minutes or if you make another construct the first construct disappears.

Enhanced Emotions

At 6th level, you gain different advantages on your spells and constructs based off of your patron's associated emotion.

Fear Enhancment

Whenever a spell or magical effect from you or a fear construct you control would cause a creature to become frightened, that creature also takes 3d6 psychic damage. You also are able to harvest the suffering people feel from being afraid, and you gain temporary hit points equal to the amount of psychic damage dealt this way.

Joy Enhancement

Whenever you or an ally make an weapon or spell attack while within 15 feet of a joy construct, they do so with advantage. If an ally is hit by an attack while within 15 feet of a joy construct, you can reduce the damage dealt by that ally's Charisma modifier + your Charisma modifier.

Lust Enhancement

While a creature is charmed by a spell or magical effect from you or lust construct, that creature listens to the first command you issue to it and tries to complete it as best as possible for as long as it is charmed. Whenever a charmed creature disobeys an order or breaks free from being charmed, that creature takes 2d10 psychic damage.

Rage Enhancement

Whenever a creature is enraged by the effects of a rage construct, that creature loses 1d10 hit points at the start of each of its turns, as the rage coursing through its veins damages it from the inside. If a creature within 15 ft. of a rage construct makes an attack against an ally, it does so with advantage.

Greater Construction

Starting at 10th level, your constructs become more powerful and gain some new effects.

Greater Fear Constructs

Your constructs now instinctively mimic the worst fears of those around them. All creatures now have disadvantage against being frightened by your fear constructs, creatures now make the saving throw to end the frightened at the end of their turn instead of the beginning, creatures take 3d6 psychic damage and you gain that many temporary hit points whenever they fail to make a saving throw to end the effects, and creatures stay frightened for as long as they can see the construct, instead of 1 minute. In addition, whenever you make a new construct you can designate up to 5 allies to be immune to its effects.

Greater Joy Constructs

Your construct can now protect and empower those around it even more. Your joy constructs now make it so you and your allies can reroll failed saving throws while within 15 feet of the construct, using the new roll even it is worse, you and your allies attacks deal bonus damage equal to their Charisma modifier while within 15 feet of the construct, and whenever an ally you can see is hit by an attack, you can use your reaction to teleport the joy construct to that allies side and reduce the damage taken by your Charisma modifier. In addition, your joy constructs can now last twice as long, and checks to dispel the construct are made with disadvantage.

Greater Lust Constructs

Your constructs now attract everyone's desires to it, and gains further control of their minds. All creatures now have disadvantage against being charmed by your lust constructs, creatures now makes the saving throw to end the charmed at the end of their turn instead of the beginning, creatures charmed by the lust construct now have a tenancy to do foolish things, like trying to swim across a raging river to get to it, walking off cliffs, and make other potentially harmful decisions while they are following the construct or trying to complete commands, and creatures stay charmed for as long as they can see the construct, instead of 1 minute. In addition, whenever you make a new construct you can designate up to 5 allies to be immune to its effects.

Greater Rage Constructs

Your construct now instills a greater and more furious rage into those near it. Your rage constructs now make it so all creatures have disadvantage on saving throws against being enraged by your rage construct, whenever a creature becomes enraged by a rage construct, it moves up to its movement towards an ally of it until it is in range of an attack, and makes that attack against that creature, whenever a creature hostile to you takes damage within 15 feet of the rage construct, they lose an additional 1d10 hit points, and creatures now stay enraged for as long as they can see the construct, instead of 1 minute. In addition, when you make a new construct you can designate up to 5 allies to be immune to its effects.

True Construct Manifestation

At 14th level, your constructs are now able to appear in the physical plane better, and are able to act on their own. When you summon your construct during combat, it now shares your initiative count, but takes its turn after you. The construct walks around and acts like whatever is the form you have chosen for it. It will still listen to the commands you issue it as a bonus action, but is now able to be commanded to attack hostile creatures with its Emotion Overload attack, teleport up to 30 feet, sacrifice itself to heal you or an ally for 5d10 hit points, or it can be told to go wild, where it will attack any creatures showing hostility to you are your allies. While going wild or when making its own choices, it will only move and attack with Emotion Overload.

Emotion Overload is a ranged spell attack that has a range of 30 feet, +10 to hit, and deals 5d10 psychic damage on a hit. 

Previous Versions

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