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View Full Version : 5e Dungeon Patron (2024) PEACH appreciated



BerzerkerUnit
2024-01-22, 03:49 PM
You have become bound to one of the world’s powerful megadungeons. The grim reality the power you wield is fueled by those that lose their lives in the horrific depths maybe a gnawing concern and you may fear your own destiny mirrors those victims.

bonus Spells
3 Minor Illusion, Detect Magic, Magic Missile, find Traps, Rope Trick
5 Summon Undead, Tiny Hut
7 Summon Aberration, Charm Monster
9 Wall of Stone, Passwall

Dungeon Shard
At 3rd level you can channel the power of your Dungeon into your existing environs transforming any room or structure you occupy into an extension of the Dungeon.

As an Action you can affect a space upto to your class level x5 feet on a side. Your current space must be within this area and you can create one of the following effects:
-any space you can see can be made difficult terrain.
-slippery. A number of 5 ft squares you can see equal to your Charisma modifier become slippery. Creatures entering these spaces must succeed on a dexterity against your Spell DC or fall prone.
-hazard. A number of 5 ft squares you can see equal to your Charisma modifier become hazardous. Creatures entering these spaces suffer 1d4 piercing damage.
-manifold illusions. For the duration, When you cast minor illusion you can create a number of illusions within the area equal to your charisma modifier. They can all be the same or different.

The effects linger until you use a bonus action to dismiss them or leave the area.

You can use this feature once and regain its use when you complete a short or long rest or use a warlock spell slot to cast a warlock spell.

Dungeon Wing
At 6th level you can cause a portion of your Dungeon to manifest in your location. As an action you can create 6 10x10 panels upto 1 foot thick which remain for 1 hour. These can be composed of any material but their statistics are identical regardless, with an AAC equal to your spell DC, hit points equal to your warlock level, and immunity to psychic and poison damage. They can appear in any orientation and do not need to be touching but each panel must appear within 30 feet of you and be on the ground or affixed to other structures or supported or the ability fails. If the panels’ orientation would trap a creature it can make a dexterity save vs your spell DC to move to the nearest empty space outside the confinement.

You can use this feature once and regain its use when you complete a long rest or expend a warlock spell slot as an action to recover it.

Dungeon Denizens
At 10th level, when you cast a warlock spell to Summon a creature with a Statblock within the area of your Dungeon Shard your concentration the spell cannot be broken by damage and the creatures ignore any of the deleterious effects of the feature.
Additionally, such summoned creatures can expend 10 feet of movement to teleport from a space adjacent to any of your Dungeon Wing panels to any other space adjacent to a panel.

Dungeon Treasures
At 14th the connection to your Dungeon becomes far deeper and you withdraw certain treasures. You can perform a 1 hour ritual as part of a short or long rest to draw forth a magic item of rare or lesser rarity and become indebted. While you are indebted you cannot use this feature again. You can end the indebted curse by returning the item as an action, or sacrificing 10000 gp worth of coins and gems or another item of similar rarity as part of a short rest.