Blackbando

Patron - The Destroyer

Oct 13th, 2018
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  1. The Destroyer
  2. blah blah some lore here
  3. Expanded Spell List
  4. The Destroyer 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.
  5. 1st - catapult, ray of sickness
  6. 2nd - knock, Melf's acid arrow
  7. 3rd - erupting earth, sleet storm
  8. 4th - ice storm, vitriolic sphere
  9. 5th - destructive wave, hallow
  10. Eldritch Destruction
  11. When you choose this patron, at 1st level, you gain the ability to change your *eldritch blast* into cones of energy. Whenever you cast *eldritch blast*, instead of making a spell attack, you can make a 15-foot cone of eldritch energy erupt from your hands, forcing all targets in the area to make a Dexterity saving throw. On a failed saving throw, the target takes the damage and effects it normally would from your *eldritch blast*.
  12.  
  13. At higher levels, when you can make more than one spell attack with your *eldritch blast*, you increase Eldritch Destruction's damage to match that of each blast. For example, at 5th level, your Eldritch Destruction deals 2d10 force damage, adding your Charisma modifier once if you have the Agonizing Blast invocation.
  14.  
  15. Eldritch invocations aside from Eldritch Spear apply to Eldritch Destruction as well. The Eldritch Spear invocation, however, increases the cone's range to 30 feet.
  16. Destructive Blessing
  17. Also, at 1st level, your spells deal double damage to objects.
  18. Spreading Desolation
  19. Beginning at 6th level, you can spread chaos using the life energy of creatures. When you reduce a creature to 0 hit points with a warlock spell of 1st level or higher, you can use your reaction to make the excess damage jump to a creature or object within 30 feet of the original creature; that target must succeed on a Dexterity saving throw, or take the remaining damage, though none of the effects of the spell transfer over.
  20. Fiendish Resilience
  21. At 6th level, your body takes on the resilience of fiends. You can choose one damage type from cold, fire, or poison when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.
  22. Divine Strike
  23. By 8th level, you can infuse your strikes with the flames of fiends. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage. When you reach 14th level, the fire damage increases to 2d8.
  24. Lord of Fiends
  25. At 17th level, you become a master of all fiends. All fiends you summon add your Wisdom modifier to their attack and damage rolls. Also, all fiends you summon using a spell listen to your commands, regardless of if they wish to or if they succeed on a saving throw to resist being commanded. If fiends you summon with a spell would normally not listen to your commands, you can command them to move and take any action using your bonus action.
  26. Invocations
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