Primordial

Some who search for power settle on lesser gods or demon lords, others delve into deeper mysteries until they touch elder entities. These great entities build worlds, crafting mountains and species as if sculpting clay, or annihilate them utterly. Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal understanding.

Primordials stand in opposition to the Great Old Ones, the other side of the scale that maintains the balance of reality. Your primordial patron speaks to you in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their unfathomable purpose. While you can’t grasp the full measure of your patron’s designs, as long as your bond is strong, there is nothing that can stand in your way.

Expanded Spell List

The Primordial 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.

Primordial Expanded Spells
Spell Level Spells
1st Command, healing word
2nd Lesser restoration, mud*
3rd Power word fling*, revivify
4th Power word rend*, stone shape
5th Conjure elemental, creation

Convulsion of the Worldbuilder

At 1st level, you can use an action to call upon the bond between your primordial patron and the world it created to ripple shockwaves through the ground.

Choose a point you can see within 60 feet of you, then choose if the ripples happen in a 30-foot cone, a 30-foot line that is 5 feet wide, or a 20-foot-radius burst. The ripples originate from or are centered on the point you chose, depending on the form the ripples take. Each creature in the cone, line, or burst must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be forced prone. If the ground in the area is loose earth or stone, it becomes difficult terrain until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

Once you use this feature, you can’t use it again until you finish a short or long rest. When you reach certain levels in this class, the damage increases: at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Redirection

At 6th level, you learn to channel the reality-bending powers of your patron to avoid attacks. When a creature you can see attacks only you, you can use your reaction to redirect the attack to a target of your choice within range of the attacker’s weapon or spell. If no other target is within range, you can’t redirect the attack.

If the attack is from a spell of 4th level or higher, you must succeed on an ability check using your spellcasting ability to redirect it. The DC equals 12 + the spell’s level.

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

Adaptive Shroud

At 10th level, your bond with your patron protects you by adapting itself when you are injured. When you take damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. If you expend a spell slot as part of this reaction, the resistance lasts for a number of rounds equal to your proficiency bonus. Once you use this feature, you can’t use it again until you finish a short or long rest.

Crushing Regard of the Primordial One

At 14th level, you learn to direct the weight of your patron’s infinite gaze onto the unworthy. You can use an action to cause of the following effects. Once you use this feature, you can’t use it again until you finish a long rest.

  • One Creature. One creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 10d10 force damage and is paralyzed for 1 minute. On a successful save, the creature takes half as much damage and isn’t paralyzed. At the end of each of its turns, a paralyzed target can make another Wisdom saving throw. On a success, the condition ends on the target.
  • Multiple Creatures. Each creature in a 20-footradius sphere centered on a point you can see within 100 feet of you must make a Constitution saving throw. On a failed save, a creature takes 5d10 force damage and is forced prone. On a successful save, the creature takes half as much damage and isn’t forced prone
Section 15: Copyright Notice

Tome of Heroes ©2022 Open Design LLC; Authors: Celeste Conowitch, Jeff Lee, Sarah Madsen, Ben McFarland, Kelly Pawlik, Brian Suskind

This is not the complete section 15 entry - see the full license for this page