As a warlock of the Symmetry, you draw your arcane power from one of the three primeval forces that keep Etunn in an infinite cycle of life, death, and rebirth. You give yourself fully to the perpetuation of the Cycles, and embrace the inevitability of Etunn's destiny.
Each aspect of the Symmetry offers different benefits for warlocks that serve them. The three Symmetry patrons are:
The Hive,
The Blackstorm, and
The Memory.
Warlock of the Symmetry (Hive)
Expanded Spell List
Spell Level | Spells |
1st |
tasha's caustic brew, zephyr strike |
2nd |
scorching ray, enlarge/reduce |
3rd |
blinding smite, pulse wave |
4th |
sickening radiance, vitriolic sphere |
5th |
contagion, destructive wave |
Hive Transformation
Starting at 1st level, your body begins to undergo physical changes due to your contact with the Hive. You gain advantage on saving throws against disease, and resistance to poison damage. Additionally, when you reduce a creature to 0 hit points, you heal a number of hit points equal to your Charisma modifier + warlock level (minimum of 1).
Radiant Hunger (6th-level)
At 6th level, you develop an insatiable hunger. When you damage a creature with poison or acid damage, you heal a number of hit points equal to half the damage dealt.
Hive Physiology (10th-level)
At 10th level, your transformation is nearly complete. You are immune to disease and no longer need to eat, drink, or breathe. Additionally, you do not age and are biologically immortal. If one of your limbs is severed, it grows back in 1d4 days.
However, in order to sustain yourself you must feast on any dead creature’s body once a week. If you do not feast, you risk further indoctrination into the Hive.
Once per long rest, when you reduce a creature to 0 hit points in combat, you regenerate 1 spell slot.
Rampant Consumption (14th-level)
At 14th level, once per long rest, when you reduce a creature to 0 hit points in combat, you regenerate 2 spell slots. You are immune to radiant damage.
Warlock of the Symmetry (Blackstorm)
Expanded Spell List
Spell Level | Spells |
1st |
false life, fog cloud |
2nd |
darkness, vortex warp |
3rd |
spirit shroud (deals necrotic damage only), summon shadowspawn |
4th |
shadow of moil, summon aberration |
5th |
cloudkill, enervation |
Genesis Form
Starting at 1st level, you can call upon the transformative power of the Blackstorm. As a bonus action, you may transform your body for 1 minute and enter your Genesis form. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your warlock level.
- You are immune to all shapechanging effects.
- Each time you hit a creature with an attack, you may deal an extra 1d6 necrotic damage to that creature. This damage increases to 2d6 at 6th level, 2d8 at 10th level, & 2d10 at 14th level.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Operator Genesis (6th-level)
Your patron's powers have a profound effect on your body and magic. You don't need to eat, drink, or breathe.
In addition, while you are using your Genesis form, you are partially incorporeal. You may move through spaces occupied by other creatures with no penalty, and may pass through solid objects up to 5 feet in thickness, however if you end your turn in a space occupied by a creature or object you take 1d10 force damage and are shunted to the nearest unoccupied space.
Executor Genesis (10th-level)
Starting at 10th level, you are resistant to necrotic damage. If you are in your Genesis form, you instead gain immunity to necrotic damage.
In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you must make a Constitution saving throw against your spell save DC or be stunned for 1 round. You then gain 1 level of exhaustion. Once you use this reaction, you can't do so again until you finish 1d4 long rests.
Apex Genesis (14th-level)
Starting at 14th level, you gain the following benefits while in your Genesis form:
- You are unaffected by difficult terrain, and resistant to bludgeoning, piercing, and slashing damage.
- You have a flying speed equal to your walking speed and can hover.
- Once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
- You are immune to any magical effects of the transmutation school.
- When you use your Executor Genesis feature, you are healed for 1d4 hit points for every creature that fails its saving throw.
Additionally, you gain permanent immunity to necrotic damage, even outside of your Genesis form.
Warlock of the Symmetry (Memory)
Expanded Spell List
Spell Level | Spells |
1st |
bane, cause fear |
2nd |
detect thoughts, phantasmal force |
3rd |
fear, animate dead |
4th |
phantasmal killer, confusion |
5th |
dream, modify memory |
Truth in Fear
Starting at 1st level, your knowledge of the horrors of the mind has partially immunized you against fear. You have advantage on all saving throws made to resist being frightened.
Aura of Anxiety
Starting at 1st level, you exude an uncertain aura that affects your enemies in combat. You may add your Charisma modifier to your Armor Class.
Why Even Try (6th-level)
At 6th level, your presence in combat is unnerving and frightening. When a creature makes an attack roll against you, you can use your reaction to force that creature to make an Intelligence saving throw versus your spell save DC. If they fail, the attack roll misses and the creature is frightened of you for 1 round.
You may use this feature a number of times equal to your Charisma modifier. You regain all expended uses once you finish a long rest.
Disciple of Fear (10th-level)
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You are immune to being frightened, unless the source of your fear originates from the Symmetry itself.
Dream Prison (14th-level)
At 14th level, you gain the ability to manipulate the dreams of a creature, trapping it in an unconscious state. You can use your action to touch an unconscious humanoid. That creature may not return to consciousness until a remove curse spell is cast on it or you use this feature again.
dev c: Furret, Icaimas, Ketch, Empo, Kobu
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