Titan Patron (5e Subclass)
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|Warlock who gains their power from a titanic being.|
A timeless entity, your patron is a powerful Titan. Many are celestial giants, gargantuan monster lords, or some colossal other-being, biding their time to return to the Material Plane. Their goal may be to seek retribution, wreak havoc, or establish their view of order. In some cases, their goals are completely obscure, even to those who make a pact with them.
Such entities include Perpetos the Timeless; Kronos; Nazyryss, the Kraken Lord; and Akarakator, Who Dwells Below.
At level 1, you gain proficiencies in Medium Armor and Shields.
Expanded Spell List
The Titan 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.
|1st||wrathful smite, command|
|2nd||enlarge/reduce, zone of truth|
|3rd||protection from energy, spirit guardians|
|4th||staggering smite, freedom of movement|
|5th||bigby's hand, destructive wave|
Starting at 1st level, your hit point maximum is increased by 1. It increases by another 1 when you gain a warlock level. Your HP maximum can not be reduced to less than half its original amount by means of spells or similar features.
Beginning at 6th level, you can hold your breath indefinitely and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Starting at 10th level, while you are rolling a death saving throw, you can instead return to your feet with 1 HP, and force all hostile creatures within 10 feet of you to take 1d10 + Warlock Level Necrotic Damage. You have immunity to all damage (that would not kill you outright) until the start of your next turn. You must complete a long rest to use this feature again.
At 14th level, as an action, you can force a creature within 30 feet of you to make a Wisdom saving throw. On a failure, the target is paralyzed until the end of your next turn. It cannot be moved, and is immune to all damage until then. At the end of your next turn, after the creature is freed, it takes 10d10 necrotic damage. You must complete a long rest to use this feature again.