The Worldbreaker
"Unearthly light flooded the valley as a piercing wail rattled the rocks from the cliffs, my sinews from their bones, the very thoughts from my mind! Then... silence." -Your patron is an agent of absolute destruction. It seeks to bring all life as you know it to ruin, wanting nothing more than to collapse the universe to dust. Examples of patrons you might entreat include Pandorym, Tharizdun, or Ygorl. Alternatively, you might create a pact with a sentient sphere of annihilation. While a hunger for power might have drawn you to your patron, you might now act against its interests now that you know its true desires. In these cases, your patron sees no reason to revoke the boons its granted you, seeing you as nothing more than a vessel through which its power can reach out and destroy, regardless of your intentions.
Expanded Spell List
The Worldbreaker 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.Worldbreaker Expanded Spells | |
---|---|
Spell Level | Spells |
1st | catapult, earth tremor |
2nd | flaming sphere, spike growth |
3rd | erupting earth, tidal wave |
4th | storm sphere, wall of fire |
5th | maelstrom, immolation |
Emissary of the Apocalypse
1st-level Worldbreaker featureYou can cause any non-magical item thats less than 10 pounds to crumble under the weight of your gaze as an action on your turn; if the item has a gold cost equal to or less than twice your warlock level, it's immediately destroyed and turns to dust. When you reduce a creature to 0 hit points, you can scar the earth as a marker of your devastation. The ground within 10 feet of the creature becomes corrupted as plants wither and rock erodes. This ground becomes difficult terrain for 1 year, or until it's removed by dispel magic or similar spell.
Fall to Ruin
1st-level Worldbreaker featureWhen an allied creature deals damage to a creature or object you can see within 60 feet of you, you can use your reaction to inflict ruin upon it. The target takes an additional 2d6 force damage. This damage increases to 4d6 at 10th level. If you reduce a creature to 0 hit points with this feature, you don't expend a use of it. At 10th level, you can have the creature and any non-magical equipment it's wearing or carrying is immediately destroyed, turning to dust. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Elevated Destruction
6th-level Worldbreaker featureYou gain half cover while you're in or above any area of difficult terrain created by one of your warlock features or spells. As a bonus action, you can grant yourself a flying speed equal to your walking speed, which lasts for 10 minutes. Once you use this feature to grant yourself a flying speed, you can't do so again until you finish a short or long rest.
Desecration
10th-level Worldbreaker featureCreatures in areas of difficult terrain have disadvantage on saving throws against your warlock spells. A creature that is unaffected by difficult terrain it's in is immune to this effect. Your magic lingers and permanently corrupts the land around it. Any area of difficult terrain you create with your warlock features or warlock spells of 1st-level or higher remains as difficult terrain indefinitely. Difficult terrain that lingers this way can be removed with a dispel magic or similar spell cast at 5th- level or higher. You can also dismiss any lingering difficult terrain you've created that you can see as an action on your turn.
End of Days
14th-level Worldbreaker featureAs an action on your turn, you can choose a point you can see within 300 feet of you on the ground. A 40-foot cube of magical force appears at the point, tearing the earth apart. Non-magical objects and structures in the area that aren't being worn or carried take 300 force damage; any object or structure inside the area that isn't immediately destroyed becomes vulnerable to all damage until properly repaired. Creatures in the area must make a Strength saving throw against your warlock spell save DC, taking 4d12 force damage and becoming stunned until the end of your next turn on a failed save, or take half as much damage and not becoming stunned on a success. If you reduce a creature to 0 hit points with this feature, it and any non-magical equipment it's wearing or carrying is immediately destroyed, turning to dust. Once you use this feature, you can't do so again until you finish a long rest.
Worldbreaker PatronsAs a result of the war between the gods, several unfortunate demigods and imprisoned gods feel rage toward everything and view the destruction of everything as a way to gain freedom and start anew. In addition to these entities, there are also the powerful entities from beyond the void that seek the world's destruction and are no longer restricted by Zokranon. |
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