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The Eternal Citadel

Expanded Spell List The Eternal Citadel 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. Eternal Citadel Expanded Spells Spell Level Spells 1st defy ruin*, sanctuary 2nd arcane lock, warding bond 3rd glyph of warding, tiny hut 4th resilient sphere, stoneskin 5th passwall, wall of stone Righteous Guardian At 1st level, you gain the ability to shield yourself and others from harm. Whenever you or an ally within 30 feet would take damage, you can use your reaction to create a mystical barrier of energy around them. The amount of damage the ally would take is reduced by half your warlock level rounded down + your Charisma modifier (minimum 1). You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses of it when you finish a long rest. Force of Preservation At 6th level, whenever you would take damage, you can use your reaction to become immune to the damage from that effect or attack, and you gain temporary hit points equal to half your warlock level. Once you use this feature, you cannot use it again until you finish a short or long rest. Builder of Walls At 10th level, your connection with the Eternal Citadel deepens, enabling you to call upon it for defense. You learn two spells with the word “wall” in their name that are of 5th level or lower, they count as warlock spells for you, and they do not count against your total spells known. You cannot choose wall of force as one of these spells. You can cast one of these two spells once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.
  Bound to the Aeons At 14th level, your oath to the Eternal Citadel becomes irrevocable. You no longer age, and cannot be magically aged. You also do not require food or water. Additionally, you can call down an onslaught of timeless power from the central spire of the Citadel to burn away the souls of your foes. As an action during your turn, choose an infinitely tall 10-foot-radius cylinder at a location you can see within 200 feet of you, which becomes gently illuminated with otherworldly light. At the start of your next turn, a beam of golden energy shoots down from the sky, and creatures within the area must make a Charisma saving throw against your warlock spell save DC. If they fail, they take 7d6 radiant damage, 7d6 force damage, and are blinded until the start of your next turn. If they succeed, they take half as much damage and are not blinded. This beam ignores obstacles. Once you do this, you cannot do so again until you finish a long rest.

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