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## Pact of the Amber Lord ### Trapped in an impenetrable amber prison under the Auroran Plains, a creature of thunder, rage, and psionic magic lies dormant. The Amber Lord is the most powerful dinosaur in terms of both physical ability and magic, exalted by the demonic power of the Horned King, Baphomet. The Amber Lord once sought destruction of all humanoids and other sapient life on the Material Plane, but hundreds of thousands of years of thinking have changed his mind. He now sees the benefit of escaping his prison to rule Iode, believing himself superior to all other forms of life there. While some warlocks happily follow the ideals of the Amber Lord, working towards his release and rise to power, many are simply able to access the immense power of his through contact with artifacts that he left in the Material Plane and the Auroran Wilds, like shards of amber, bones of creatures that he has slain, or shed teeth. Many of these artifacts have been spread about the world by his warlocks or by historical societies who wanted to catalog dinosaurs of Anref'n before the New Light. Even for those who have indirect power from the Amber Lord feel his bestial fury and calculating mind pressing at the edges of their consciousnesses. ### Expanded Spell List The Amber Lord 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. ##### Amber Lord Expanded Spells | Spell Level | Spells | |:---:|:---:| | 1st | *ensnaring strike, shield of faith* | | 2nd | *enlarge/reduce, immovable object* | | 3rd | *conjure animals, slow* | | 4th | *guardian of nature, stoneskin* | | 5th | *awaken, wall of force* | ### Shield of Sap At 1st level, you learn to summon the amber of your patron's unbreakable prison for your own protection and to impede others. When you aren't wearing armor, your base AC is 13 + Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use this armor. In addition, as a reaction to being hit with a melee weapon attack, you have the attacking creature roll a Dexterity saving throw against your spell save DC. On a failure, the creature is partially covered in amber, getting a 10 foot penalty to their speed for 1 minute or until they take an action to unstick themself. You can use this feature a number of times equal to your Charisma modifier, regain all expended uses of it when you finish a long rest. \columnbreak ### Primal Panic At 6th level, you learn to instill an ancient panic in your foes. As an action, you can unleash a primal roar. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened in this way, you and your allies have advantage on attacks against them if at least one of their allies is within 5 feet of the creature. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a short or long rest. ### Gilded Prison At 10th level, you learn to further control the amber of your patron's prison. As an action, you can surround a creature that you can see within 30 feet of you with amber, choosing to either fortify them with or attempt to envelop them in amber. If you fortify them in amber, they gain temporary hit points equal to your warlock level. If you attempt to envelop them in amber, they must make a Strength saving throw against your spell save DC. On a failure, the creature is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest. ### Champion of the Amber Lord At 14th level, you learn to call forth a champion of your patron, which uses the Tyrannoaurus Rex stat block from the *Monster Manual*. As an action, you can summon this creature into an unoccupied space that you can see within 60 feet of you. The creature disappears after 1 hour or when it drops to 0 hit points. The champion is an ally to you and your companions. It is immune to the charmed, frightened, petrified, and restrained conditions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. Once you have used this ability, you cannot do so again until you finish a short or long rest.