Warlock Otherworldly Patron: Primus

by Ranikirn

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Otherworldly Patron: Primus

Otherworldly Patron: Primus

Primus is the God of Law, creator of modrons and ruler of Mechanus. Primus main goal is to export the Mechanus model of law and order throughout the cosmos through its agents. Warlocks of this pact are considered as an extension of the will of Primus in the material plane. Your patron expects cold and calculating thought, and holds that none should place their desires over the whole. Individuals who have made pacts with Primus are usually Lawful, and often Lawful Neutral, determined to fight the chaos.


Primus Expanded Spell List

Spell Level Spells
1 Shield, Thunderous Smite
2 Calm Emotions, Zone of Truth
3 Tiny Servant, Leomund's Tiny Hut
4 Fabbricate, Resilient Sphere
5 Dispel Evil & Good, Telepatic Bond

Axiomatic Mind

Starting at 1st level magic power from your patron allows you to be resolved and protects you from corruption. You have advantage on any saving throw against charm, fear and any spell that would change you alignment.

Skill Empowerment

At 1st level when you make an ability check or saving throw you can choose to use the d20 average result (10). You can decide on whether to apply this after your roll but before the DM's ruling. You can do this once every short or long rest, at level 10th you can use it twice per short or long rest. You also gain proficiency in tinker tools due to Primus penchant towards constructs.

Primus Magic Resistance

At 6th level part of Primus divine resistance flows within you. You gain proficiency in Intelligence saving throw. When you are subjected to an effect that allows you to make a Wisdom or Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Also, if you fail a Wisdom or Intelligence saving throw, you can choose to succeed instead. Once you automatically succeed on the saving throw you can't do it again until you finish a long rest.

Law of Averages

At level 10th you gain the ability to control part of the magical energies that pervades area around you. As an action you can control flow of arcane energies in an area of 60feet radius from you, for 1 minute all attacks use the dice average result. This feature ends early if you die, you are incapacitated or you use your bonus action to end it. While Law of Averages is active you can use Skill Empowerment on your allies inside the area.
Once you use this feature, you can't use it again until you finish a short or long rest.

Chaos Suppression

At level 14th influence of supreme law of Mechanus propagates through you. As an action divine energy emanates from you in a 60-foot cube and every creature in that area takes 30 radiant damage. Each creature that takes any of this damage must succeed on a Wisdom saving throw against your DC or be stunned until the end of your next turn. Chaotic creatures makes the saving throw with disadvantage. Once you use this feature, you can't use it again until you finish a long rest.



Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron's nature.

Pact of the Chain Your familiar is a construct created with the same magic used by Primus to build modrons.

Pact of the Blade Sword of this pact can be made of the same material as the Mechanus gears and adorned with a half-moon gear guard.

Pact of the Tome Laminated and engraved pages make up this tome protected by a bronze cover.

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Alternative Familiar


Bronze Scout

Medium construct, unaligned


  • Armor Class 13
  • Hit Points 18 (4D8)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 3 (-4) 14 (+2) 1 (-5)

  • Skills Perception +6, Stealth +7
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages understands one language of its creator but can't speak
  • Challenge l (200 XP)

Earth Armor. The bronze scout doesn't provoke opportunity attacks when it burrows.

Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage.

Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much dam· age on a successful one.

Otherworldly Patron: Primus v1.3

Archetype by Ranikirn

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

Pact Boon

Alternative Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms (but only as construct type) for your familiar or a bronze scout. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of it's own.

Pact of the Telepathic Bond

The warlock create a telepathic bond with his patron. You gain telepathy 60ft, also once per long rest the warlock can ask a question to his patron as if he had cast the spell contact other plane*. When you use this feature, make a DC 15 lntelligence saving thraw. On a failure, you take 3d6 psychic damage and are insane until you finish a short rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish, A greater restoration spell cast on you ends this effect.

Eldritch Invocations

Otherworldly Skill Enhancement

Prerequisite: Pact of the Telepathic Bond
When you make an ability check or a saving throw you can add 1D6 on the result. You must finish a long rest before you can use this invocation again.

Orders Request

Prerequisite: 5th level, Pact of the Telepathic Bond
You can cast augury as ritual without expending material components. You can’t do so again until you finish a long rest.

Otherworldly Avatar

Prerequisite: 15th level, Pact of the Telepathic Bond
Once per long rest you can call forth for the strength of your patron. You can cast Tenser Trasformation without expending a spell slot or material components. You must finish a long rest before you can use this invocation again.

Changelog
  • Primus Magic Resistance (1/29/19): Also, if you fail a Wisdom or Intelligence saving throw, you can choose to succeed instead. Once you automatically succeed on the saving throw you can't do it again until you finish a long rest
  • Pact of Telepathic Bond (1/29/19): New pact
  • Eldritch Invocations (1/29/19): New invocations
  • Law of Averages (4/8/19): While Law of Averages is active you can use Skill Empowerment on your allies inside the area.
  • Skill Empowerment (4/17/19) at level 10th you can use it twice per short or long rest
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