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MP89
2019-11-21, 03:41 PM
Hi, new to the forum and looking for some feedback/ideas to finish up a Warlock Patron from some more seasoned homebrewers.

Idea:
Patron being a powerful Earth Titan, making the Warlock a little more sturdy and a different feel. Need to write up a bit of the flavour to go along with the abilities.

Thanks for any help and feedback. Cheers!

Current Work in Progress:
Otherworldly Patron
Lv1
The Titans Blessing
At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you take a level in Warlock. You can speak and Write primordial (Terran dialect).

You can cast the Enlarge part of the Enlarge/Reduce spell without the component requirement or expending a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.

Expanded Spell List
1st Earth Tremor (XGtE), Thunderwave
2nd Blindness/Deafness, Spike Growth
3rd Elemental Weapon, Erupting Earth (XGtE)
4th Stone Shape, Conjure Minor Elemental
5th Wall of Stone, Conjure Elemental

Lv3
Pact of the Chain
Expanded Familiar List
If you take the Pact of the Chain at Lv3 you can select from an expanded list of creatures:
Dust Mephit, Magma Mephit, Mud Mephit (MM)

Lv6
Titans Armour
When you take damage you can use your reaction to increase your AC by your Constitution modifier (minimum of +1) for 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.

Lv10
Gift of the Titans Resilience
You gain resistance to Bludgeoning, Piercing and Slashing damage. Damage from magical weapons or silver weapons ignores this resistance.
Your ability to cast Enlarge increases from once to equal to your Constitution modifier (Minimum of 1)
Once you used this feature's available charges, you can't use it again until you finish a short or a long rest.

Lv14
The Mountains Fury
As an action you may send a shock wave through the ground in a 15-foot-radius circle centered on you. That area becomes difficult terrain for 1 minute. The shock wave deals 3d6 thunder damage to all creatures in contact with the ground in the area. Creatures of size Large or Smaller must make a DC 15 STR save. On a failed save, the creature takes 2d6 bludgeoning damage, is knocked prone, and is trapped under the rubble. A trapped creature is restrained, requiring a successful DC 15 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

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

Nielspeterdejon
2019-11-22, 09:50 AM
Interesting, I like it :)