Nidhoggr. Fenrir. Jörmungandr. Deep within the abyss of the Nine Worlds, terrible beasts wait to unleash the apocalypse on both man and god. Through dreams and prophetic quests, you reached one of these fiends and agreed to become the vessel of their hate toward the living and bring utter destruction in their name. Why you agreed to such a pact is up to you, but ultimately, even the monster will meet their fate…
Expanded Spell List
The Endbringer 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:
|1st||Inflict wounds, shield|
|2nd||Alter self, enlarge/reduce|
|3rd||Haste, stinking cloud|
|4th||Black tentacles, stoneskin|
|5th||Antilife shell, cloudkill|
You have an almost bestial behavior. Your skin is unnaturally tough and you react to any menace with unbridled fury. Starting at 1st level, while you are not wearing any armor, your Armor Class is 13 + your Dexterity Modifier. As a reaction, when you are hit by a melee attack, you lash out at your attacker, dealing force damage equal to your Charisma Modifier (minimum 1). This damage improves by 1d8 at 5th level, 2d8 ah 11th level and 3d8 at 17th level.
Your patron despises any failure in ending another one’s life, and urges you to keep going in such moments. Starting at 1st level, every time you deal damage to a creature with a warlock spell or cantrip and one or more damage dice rolls a 1, you heal 1 hit point per such die. If you choose the Pact of the Blade at 3rd level, this feature extends to the damage of your pact weapon. If you choose the Pact of the Chain at 3rd level this feature extends to the damage deal by your familiar’s attacks. Additionally, your familiar benefits from the healing gained by this ability.
Driven by your patron’s prophecy, you do not stop against any obstacle
Starting at 6th level, attacks of opportunity against you are made with disadvantage, and getting up from prone costs you only 5 ft. or your movement. Also, your movement speed cannot be reduced by any means, though you can still become Restrained or Paralyzed.
Once you use this feature, you cannot use it until you take a short or long rest.
Starting at 14th level, when you hit a creature with an attack, you can use this feature to devour it. The creature is magically shrunk and absorbed inside your body.
While in this state, it is restrained and incapacitated.
At the beginning of its turn, the creature can make a Strength saving throw; if it succeed, it is freed from your body and expelled to the nearest free space. If it fails, it suffers 3d10 acid damage as you slowly dissolve its body.
If a creature is slain by such damage, its body disintegrates completely, but you can regurgitate any object it wore or carried, intact Once you use this feature, you cannot use it until you finish a long rest
Journey To Ragnarok © Michele Paroli 2018