Dungeons & Dragons Online

Homebrew Warlock subclass: Pact of the Fire Primordial. First Homebrew!

Content of the article: "Homebrew Warlock subclass: Pact of the Fire Primordial. First Homebrew!"



I wanted to play a warlock with an elemental pact, but there isn't any published material for something like that besides Genie in Tasha's, which didn't fit what I was going for, it so I cobbled together this. Any feedback is appreciated!


Pact of the Fire Primordial

Your patron is a god-like being that walks the elemental chaos as an incredible elemental force, made of manifest entropy and elemental energy known as a primordial. Their motives often involve the spreading their will or some action that will lead to releasing them from bondage to spread their element upon the Material Plane. Through your pact, your patron awakens you to the power of the same, entropic energy, granting you power over the elements. They are often expressed not even as mortal beings, but forces of nature, law, and chaos; predating even consciousness itself.



As part of your pact with this patron, you may find the terms of your bargain lead you on a destructive path as the nature of the elements and entropy is, naturally, chaos. Though not necessarily inclined towards good or evil, this unique relation with the forces of nature will often make you the harbinger of end and new beginnings.

Your pact with such a being gives you extended control over the element of their origin, perhaps even beginning to influence your outlook of the world and general personality.




Expanded Spell List:

1st level: Burning Hands, Hellish Rebuke2nd Level: Scorching Ray, Flaming Sphere3rd Level: Fireball, Flame Arrows4th Level: Summon Elemental (fire only), Wall of Fire5th Level: Flame Strike, Immolation


Elemental Bond

At 1st level, you learn the cantrips Control Fire and Create Bonfire. In addition, you learn to speak primordial, and also the specific dialect of the fire plane, Ignan. You also have limited telepathy within 30 ft towards creatures of the fire plane, communicate simple ideas, emotions, and images telepathically, but no complex thoughts.

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Child of Magma

Beginning at 6th level, as you continue to grow more in tune with the elemental plane of fire, you suffer no exhaustion from extreme heat or cold, and you gain resistance to fire damage. Whenever you deal fire damage to a creature with fire resistance you ignore that resistance.

Additionally, fire is reluctant to harm you. You have advantage on saving throws against spells and damaging effects that make use of fire, and attack rolls made against you using fire damage are made with disadvantage.


Of the Elemental Planes

Starting at 10th level, your mastery of fire is so great that you can turn fire spells back at other spellcasters. Whenever a creature casts a fire based spell that you can see within 60 feet of you, you can use your reaction to attempt to turn the spell back on that creature. You must make a Charisma saving throw against the creature's spell save DC. On a success, you turn the spell back on the creature. This has no effect on area of effect spells.



In addition, you can hold your breath indefinitely and you don't require food, air, or water.

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Avatar of The Volcano

Starting at 14th level, you become possessed of an inner fire, allowing you to regulate your own body temperature. You also no longer need sleep, although you still require rest to reduce exhaustion and benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year; this affect also applies to magical aging.

As you get closer to the elemental plane of fire you can choose one fire elemental that you can see within 60 feet of you as an action. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

As a bonus action, you can temporarily enter a state in which you become a conduit of pure elemental energy. For the next minute, you gain the following benefits, and once you use this feature, you can’t use it again until you finish a short or long rest:

  • Once per turn, when you roll for fire damage, you can reroll the damage dice and use either total.
  • You can summon 1d4 Magmin.
  • When you try to command a fire elemental to come under your control they roll against your saving throw with disadvantage, or a straight roll if it had advantage on the save already.
  • You bypass immunity to fire damage, counting it as a resistance instead.This does not affect any creature that is specifically healed by fire damage.
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Source: reddit.com

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