Warlock

by CalvinTheRed

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Warlock Patron

At 1st level, a warlock gains the Warlock Patron feature, which offers the choice of a subclass. The Colossal is an option available to a warlock making that choice.

The Colossal

"And just like that, the little guy broke my wrist! That's why I don't do handshakes." - Shuffles

The mightiest entities in the universe are often the largest ones. This is the thought which leads some aspiring warlocks to seek a pact with a Colossal. Whether this is achieved by contracting with a powerful giant, a massive dragon turtle, or even the Terrasque itself, warlocks who walk this path have the power to channel the great size and weight of their patron to produce earth-shattering strikes and perform feats of strength which would otherwise be impossible for them to achieve.

Warlocks who choose a Colossal as their patron are often unassuming, having no need to develop or maintain their own musculature. For this reason, many of these warlocks' foes underestimate the strength they wield and suffer humiliating defeats before they realize their mistake. But when they want to intimidate or impress, Colossal warlocks have the capacity to grow larger than just about anything else for a short time.

Which Colossal did you form a pact with? Do you wear your strength on your sleeve, or do you conceal it until the moments when it is needed the most?


Art: 'Arm wrestling challenge in a tavern' by Tregis on pinterest.com

Expanded Spell List

The Colossal 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.

Colossal Expanded Spells
Spell Level Spells
1st Catapault, Earth Tremor
2nd Enlarge/Reduce, Maximillian's Earthen Grasp
3rd Erupting Earth, Protection from Energy
4th Freedom of Movement, Stoneskin
5th Bigby's Hand (appears as a limb of your patron), Destructive Wave

Extraordinary Fortitude

1st-level Colossal feature


Starting at 1st level, you are afforded some of your patron's fortitude. Your hit point maximum increases by 1, and increases by 1 again each time you gain a level in this class.

Also, while you aren't wearing armor and not wielding a shield, your AC equals 13 + your Constitution modifier.

Eldritch Might

1st-level Colossal feature


At 1st level, you can channel the strength of your patron. You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll a d8 in place of the normal damage of your unarmed strike.

Additionally, you gain proficiency in the Athletics skill. Whenever you would make a Strength (Athletics) check, you can make a Charisma (Athletics) check instead, and you count as one size category larger when determining your carrying capacity and the weight you can push, drag, or lift.

Titanic Transformation

6th-level Colossal feature


At 6th level, your patron magically transforms your body. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Additionally, you can use a bonus action to magically grow larger for 1 minute. During this time, you gain the following benefits:

  • Your size increases by 1 category.
  • Your reach increases by 5 feet.
  • Your unarmed strikes deal extra damage equal to half your proficiency bonus (rounded up).
  • You gain resistance against nonmagical bludgeoning, piercing, or slashing damage (choose one each time you use this feature).

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

Heavy Strikes

10th-level Colossal feature


When you reach 10th level, you can channel the weight of your patron to deliver devastating strikes. Your unarmed strikes deal double damage to objects and structures.

Additionally, when you hit a creature with an unarmed strike, you can force it to make a Constitution saving throw or be knocked prone and stunned until the start of your next turn. Whether the target succeeds or fails, the ground within 15 feet of it becomes difficult terrain as it fractures from the force of your attack. You can move across this difficult terrain without expending extra movement.

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.

Gargantuan Grappler

14th-level Colossal feature


Starting at 14th level, your patron bestows you with the power to grow even larger. When you use your Titanic Transformation, your size increases by 2 size categories instead of 1, and creatures you grapple are also restrained if they are smaller than you.

Furthermore, if you are grappling a creature that is smaller than you, you can use your action to make an improvised weapon attack using that creature as a weapon. You can use Charisma instead of Strength for the attack and damage rolls of these attacks. This attack deals 1d10 damage, plus an additional 1d10 damage for each size category larger the grappled creature is than small (to a maximum of 4d10). You are considered to be proficient with this attack.

Creatures which are Medium or larger are considered to have the heavy weapon property.

When you make an attack roll and hit while using another creature as a weapon, the grappled creature must make a Dexterity saving throw. On a failed save, it takes bludgeoning damage equal to the damage dealt by the attack, or half as much on a successful one.

The Lady of the Lake

"You know, I've got some Artificer friends who might like to meet you..." - Shuffles

COMING SOON...

Expanded Spell List

The Lady of the Lake 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.

Colossal Expanded Spells
Spell Level Spells
1st Bless, Fog Cloud
2nd Lesser Restoration, Magic Weapon
3rd Blinding Smite, Elemental Weapon
4th Aura of Purity, Staggering Smite
5th Holy Weapon, Raise Dead

Enchanted Duelist

1st-level Lady of the Lake feature


When you choose this subclass at 1st level, you patron's magic infuses you to guide and protect you in combat. You are proficient with longswords, rapiers, scimitars, and shortswords.

Additionally, while you are wielding one of these weapons or a dagger in only one hand, not wielding a shield, and not wearing armor, you gain the following benefits:

  • Your armor class is equal to 13 + your Charisma modifier.
  • You can use your Charisma score for the attack and damage rolls made using these weapons, instead of your Strength or Dexterity scores.

Blessed Relics

6th-level Lady of the Lake feature


At 6th level, as the legends of your deeds grow, so does the magic of your patron. You gain one of the following benefits, according to your pact boon:

Excalibur's Edge (Pact of the Blade). Attacks made using your pact weapon or weapons you have enchanted using your Magic Weapon, Elemental Weapon, or Holy Weapon spells deal extra radiant damage on a hit. The extra damage is equal to half your proficiency bonus (rounded up).

Chains of Mist (Pact of the Chain). When a creature you can see is hit by an attack made using a weapon enchanted by your Magic Weapon, Elemental Weapon, or Holy Weapon spells, you can use your reaction to force that creature to make a Charisma saving throw or be caught in chains of mist for 1 minute.

A creature caught in these chains cannot teleport or leave its current plane of existence, and must make a Strength saving throw at the start of each of its turns. On a fail, the creature's speed is reduced to 0 until the start of its next turn.

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

Mirror Magic (Pact of the Tome). When a creature you can see and hear within 60 feet of you casts a spell, you can use your reaction to temporarily learn that spell. The spell must have a casting time of 1 action or 1 bonus action, and must be able to be cast using your warlock spell slots. The spell counts as a warlock spell for you, and doesn't count against the number of spells you know. You remember the spell for 8 hours or until you cast it.

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

Tears of the Talisman (Pact of the Talisman). When a creature wearing your talisman starts its turn with 0 hit points, you can spend 1 use of your talisman to heal the creature. The creature regains hit points equal to 1d4 + your proficiency bonus, and can immediately rise to its feet.

Green Knight's Gauntlet (Pact of the Gauntlet). Whenever you suffer a critical hit, the attack counts as a normal hit instead. Furthermore, your weapon attacks made using a dagger, longsword, rapier, scimitar, or shortsword score critical hits on a roll of 19 or 20.

Magic of Avalon

10th-level Lady of the Lake feature


Starting at 10th level, you can call upon the magic of Avalon to create magic weapons for you. When you cast the Magic Weapon, Elemental Weapon, or Holy Weapon spells, those spells have a range of 30 feet for you, you can cast them as a bonus action, and you can ignore any somatic or material components for them.

Furthermore, you may cast one of these spells at 5th level without expending a warlock spell slot. A spell cast in this way does not require concentration, and lasts for its full duration or until it is dismissed or dispelled.

Once you use this feature to cast a spell in this way, you cannot use it again until you finish a long rest.

Mists of Avalon

14th-level Lady of the Lake feature


At 14th level, as an action, you can become a conduit for the Fey magic of Avalon. For 1 minute, or until you lose concentration (as though you were concentrating on a spell), you conjure a thin cloud of mist in a 30-foot radius centered on you. The mist moves with you and lightly obscures the area it covers. When you use this feature and as a bonus action on subsequent turns, you can force one creature in the mist to make a Wisdom saving throw. On a fail, the creature becomes charmed by you until the start of your next turn, and must immediately use its reaction to move up to half its speed and make one weapon attack against a creature of your choice that you can see.

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


Art: 'Albions Legacy Lady of the lake' by HELMUTTT on deviantart.com

Pact Boon Option

3rd-level warlock feature


When you choose your Pact Boon feature, the following option is available to you.

Pact of the Gauntlet

Your patron imbues your body with its magic when you choose this boon. Your fists satisfy all requirements for spells and features which normally require the use of a weapon, such as the Green Flame Blade spell or the Eldritch Smite invocation, and your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage.

Additionally, creatures which you are grappling with your hands have disadvantage on ability checks made to escape that grapple.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

Aspect of the Colossal

Prerequisite: The Colossal patron, 15th level


You can cast Enlarge/Reduce (enlarge only) targeting yourself at will without expending a spell slot.

Claw of Khazzar

Prerequisite: The Colossal patron, Pact of the Blade


When you conjure a weapon using your Pact of the Blade, you can choose to have the weapon manifest as a twisted crimson claw that binds to one of your hands until it is dismissed and cannot be removed.

When you make an unarmed strike using this weapon, you gain a +1 bonus to your attack and damage rolls, and you can choose to have the attack deal acid, fire, or slashing damage instead of its normal damage type on a hit.

Finally, this claw can be used as a spellcasting focus for your warlock spells.

Forceful Strike

Prerequisite: Pact of the Gauntlet


When you hit a creature with your unarmed strike, you can push that creature up to 15 feet in any direction. You can't do so again until you finish a short or long rest.

Grasping Gauntlet

Prerequisite: Pact of the Gauntlet, Arcane Gauntlet cantrip


When you hit a creature with your Arcane Gauntlet, you can immediately use your bonus action to attempt to grapple that creature.

One-Two Strike

Prerequisite: Pact of the Gauntlet, 5th level


Whenever you take the Attack action on your turn, you may attack twice, instead of once, provided that both attacks are used to make unarmed strikes, to grapple, or to shove.

Throw Down the Gauntlet

Prerequisite: Pact of the Gauntlet


You can cast Compelled Duel once without expending a warlock spell slot. You can't do so again until you finish a long rest.

Titan Tamer

Prerequisite: The Colossal patron, Pact of the Chain


When you first choose this invocation, and when you cast Find Familiar thereafter, you can choose for your familiar to have a size of medium instead of its normal size. When you do, your familiar gains a bonus to ability checks made using Strength or Constitution equal to your Charisma modifier, and it gains temporary hit points equal to your Charisma modifier at the start of each of its turns.

Vice Grip

Prerequisite: Pact of the Gauntlet, 7th level


While youo are grappling a creature of your size or smaller, that creature is restrained, and it cannot be pushed or pulled by creatures other than you.


Art: 'Rakshasa' by Caio Monteiro. Art Director: Sarah Robinson. ©Paizo Publishing, Inc. ALL RIGHTS RESERVED.

 

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