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### The Unbound The Unbound could be a primordial star, or a supremely powerful blackhole elemental from the depths of the astral sea. ##### Unbound Expanded Spells | Warlock Level | Spells | |:---:|:-----------:| | 1st | *almighty push/universal pull ***, feather fall* | | 3rd | *targeted suppression ***, levitate* | | 5th | *fly, meteoric collision ** | | 7th | *control water, gravitational collapse ** | | 9th | *telekinesis, crushing field ** | | 11th | *floor swap ** | | 13th | *reverse gravity* | | 15th | *wormhole ** | | 17th | *controlled singularity ** | #### Pseudo-Strength Starting at 1st level, you become able to effortlessly manipulate gravity slightly in your favor so it seems as though you are much stronger than you actually are. You can use your Charisma score in place of your Strength score in every situation except when making a weapon attack and damage rolls. At 6th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. #### Personal Gravity Well Also at 1st level, you assume control over your own growing personal gravity well. Enemies within 5 feet of you must spend 2 feet of movement for every 1 foot they move and you have advantage on Strength checks and Strength saving throws made to resist forced movement. \columnbreak #### Effortless Manipulations At 6th level, you gain the ability to manipulate gravity in one of the following three ways as a bonus action on your turn. **Attract/Repulse.** You alter the gravitation pull effecting a creature you can see within 30 feet of you, causing it to wrench the target from their feet. You can choose to either pull or push the target. If you pull, the target is moved 15 feet closer to you. If you push, the target is moved 15 feet directly away from you. If the target collides with a solid object or another creature before reaching the end of the forced movement, each party takes 2d4 bludgeoning damage. The target must then succeed on a Dexterity saving throw against your spell DC or fall prone. Huge or larger creatures are immune to being moved by this feature. **Oppressive Presence.** You greatly increase the pull of the surface around you. Each creature within 30 feet of you must make a Strength saving throw. Until the start of your next turn, each creature in the area must spend 2 feet of movement for every 1 foot they move, or twice as much on a failure.
Once you use either of these manipulations, you can't use another until you finish a short or long rest, or until you expend a Pact Magic spell slot to cast an unbound spell. #### Fortified Anatomy Beginning at 10th level, your body has grown extraordinarily dense due a constant flood of force that envelops it, making it much harder to perform attacks that target vital spots of your body. Upon being hit by a critical hit from a melee attack, roll 1d4. If the result is a 3 or 4, the critical hit becomes a normal hit. Furthermore, your bodies normal weight is multiplied by 4 and you count as one size larger when you initiate or are subject to grappling or shoving. #### Catastrophic Celestial Construction At 14th level, you attain the ultimate power of both ruin and creation. By clapping your hands together, you can manifest an orb of infinite density as an action. Choose a point within 60 feet of you, the orb quickly floats to that point assimilating mass from its surroundings as it does so. A 60-foot cone originating from you and centered on the chosen point is subject to immense gravitational pull towards the orb. Creatures that start their turn within the cone, or within 30 feet of the orb, or those that enter the area on their turn, must succeed on a Dexterity or Strength saving throw (their choice), or be pulled into the mass taking 3d6 bludgeoning damage and becoming restrained for the duration. This damage is dealt to each restrained creature at the beginning of each of your turns. Objects, structures, and surfaces within the cone, or within 30 feet of the orb are all pulled toward the mass, becoming part of it, and they are replaced by nonmagical difficult terrain. You must concentrate, as if on a spell, to maintain this effect. The orb continues pulling for 1 minute or until you lose concentration. Using your DM's discretion, determine the accumulated size of the sphere you created. When this effect ends, the sphere falls to the earth, but remains intact. Creatures restrained by the orb remain buried. Once you use this feature, you must finish a long rest to use it again.
\pagebreak ## Eldritch Invocations If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. The invocations are sorted by level prerequisite first, then by alphabetical order. #### Unburdened Movement *Prerequisite: Otherworldly Patron: The Unbound* You subconsciously manipulate the gravity effecting yourself and your carried equipment, allowing you to hover slightly above the ground and bestowing upon yourself the following benefits: - You ignore non-magical difficult terrain, and traps such as caltrops, marbles, or weight sensors. - Your jump distance is doubled. - Your base movement speed is increased by 10 feet. #### Meteorologist *Prerequisite: Pact of the Tome, Otherworldly Patron: The Unbound* You learn the following spells at the levels shown on the Meteorology table, and they are added to your Warlock spell list. ##### Meteorology | Warlock Level | Spell | |:---:|:-----------:| | 3rd | *catapult* | | 5th | *Melf's minute meteors* | | 11th | *greater catapult ** | | 17th | *meteor swarm* | #### Gravitational Finesse *Prerequisite: 5th level, Pact of the Blade,
Otherworldly Patron: The Unbound* You can either ignore the heavy property on, or add the light property to, your pact weapon while wielding it, but not both. Furthermore, if your pact weapon is a melee weapon with the two-handed property, you can change it to have the versatile property instead (the damage value does not change when wielding the weapon in one hand). #### Alter Overflow: Cumbersome Arcana *Prerequisite: 7th level, Otherworldly Patron: The Unbound* When you cast a cantrip or make an attack with a pact weapon on your turn, you can use your overflow to encumber the target. A creature that takes damage from your overflow must succeed on a Strength saving throw or have its movement speed halved until the end of your following turn. If the target fails and is already under this effect, it instead falls prone and is restrained until the end of your following turn. \columnbreak #### Dimensional Slash *Prerequisite: 15th level, Pact of the Blade,
Otherworldly Patron: The Unbound* As an action, you can swing your pact weapon downward with forces capable of tearing through all dimensions. Designate a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 8d8 slashing damage on a failed save, or half as much damage on a successful one. This dimensional tear effortlessly cuts through all objects, surfaces, and realms, destroying Walls of Force and affecting creatures in adjacent planes such as the Ethereal. Each creature within 5 feet of the line but not in it must succeed on a Strength saving throw or take 8d8 bludgeoning damage and be pulled toward the line until the creature is in its area. Once you use this invocation, you can not do so again until you finish a short or long rest. ## New Spells The spells are sorted by spell level first, then by alphabetical order. #### High-Gravity Zone *transmutation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard)* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** 1 round ___ The gravity in a 5-foot-radius, 100-foot high cylinder centered on a point you can see within range increases until the start of your next turn. Creatures within the zone must spend 2 feet of movement for every 1 foot they move. Levitating creatures are unaffected. Until the start of your next turn, any object that isn't being worn or carried in the cylinder requires a successful Strength check against your spell save DC to pick up or move. This spell's radius increases by 5 feet when you reach 5th level (10-foot-radius), 11th level (15-foot-radius), and 17th level (20-foot-radius) #### Almighty Push/Universal Pull *1st-level transmutation (Druid, Sorcerer, Wizard)* ___ - Casting Time: 1 action - Range: Self (15-foot radius) - Components: V, S - Duration: Instantaneous ___ You concentrate gravity around your body. Each creature within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed up to 10 feet away from you or pulled up to 10 feet toward you (your choice). On a successful save, it takes half as much damage and is not moved. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \pagebreak #### Leaden Strike *1st-level transmutation (Druid, Ranger, Warlock)* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a weapon attack during the spell's duration, you greatly increase the weight of your weapon. The attack deals an extra 1d6 damage, and the target must succeed on a Strength saving throw or be knocked prone or pushed 5 feet away from you (your choice). A Large or larger creature has advantage on this saving throw. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. #### Targeted Suppression *2nd-level transmutation (Druid, Sorcerer, Wizard)* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, 1 round (up to 1 minute if the target is an object) ___ The target must succeed on a Strength saving throw or immediately fall prone and become restrained. On a success, the creatures movement speed is halved instead. Floating creatures are immune to this spell. This spell can be used on airborne targets and unattended objects as well; On a failure, an airborne target falls to the ground and as such takes appropriate falling damage. Falling damage caused by this spell cannot be negated by non-magical effects. If this spell is cast on an unattended object, then that object's weight grows nearly infinite, you however treat the object as normal. #### Greater Catapult *3rd-level transmutation (Warlock, Otherworldly Patron: The Unbound, Pact of the Tome, Invocation: Meteorologist)* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ Choose one object weighing 500 to 1000 pounds within range that isn't being worn or carried. If a sufficient object is not nearby, you can draw multiple smaller objects that are within range into a singular mass, or even rip the very earth from its roots to be used as an object and creating 5x5 feet of nonmagical difficult terrain in its place. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface that it cannot break. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and continues moving if the creature's size is large or smaller, otherwise it stops. When the object strikes something, the object and what it strikes each take 5d10 bludgeoning damage, a creature of size large or smaller is knocked prone. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the maximum weight of objects that you can target with this spell increases by 250 pounds, and the damage increases by 1d10, for each slot level above 3rd. \columnbreak #### Meteoric Collision *3rd-level transmutation (Druid, Sorcerer, Wizard)* ___ - **Casting Time:** 1 reaction, which you take when you, a creature, or an object within 60 feet of you falls - **Range:** Self - **Components:** V, M (a piece of meteorite) - **Duration:** Instantaneous ___ A falling target's decent hastens causing it to impact immediately, an unwilling target must succeed on a Constitution saving throw or take twice the normal amount of falling damage. You can choose for a target creature to land on their feet unharmed. Furthermore, creatures and objects on the ground within 10 feet of where the target landed (excluding the target) must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage, and be blown 10 feet away. Falling damage caused by this spell cannot be negated by non-magical effects. When this spell is cast on a creature under the effects of the *feather fall* spell, or when *feather fall* is cast on a creature under this spells effects, the spell cast using a higher spell slot level takes effect. If both spells use the same spell slot level, both are nullified. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d6 for each slot level above 3rd. #### Gravitational Collapse *4th-level evocation (Druid, Sorcerer, Wizard)* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a black marble) - **Duration:** Instantaneous ___ Choose a point you can see within range, you cause the forces of gravity to collapse towards that point. Each creature within 20 feet of the point must make a Strength saving throw. On a failed save, the creature takes 5d10 bludgeoning damage, and is pulled in a straight line toward the point, ending in an unoccupied space as close to the point as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. #### Crushing Field *5th-level transmutation (Druid, Sorcerer, Wizard)* ___ - Casting Time: 1 action - Range: 100 feet - Components: V, S, M (crushed galena) - Duration: Concentration, up to 1 minute ___ This spell greatly increases the gravity in a 30-foot-radius, 100-foot high cylinder centered on a point within range. For the spell's duration, everything within the spell's area has its weight multiplied by 10. If the increase in a creature's carry weight exceeds 15 times its Strength score, it takes 1d6 bludgeoning damage at the start of each of its turns, it falls prone, and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength or Dexterity. All creatures must spend 4 feet of movement for every 1 foot they move within the area. Non-magical projectiles that enter the spell's area drop to the ground and automatically miss. \pagebreak #### Floor Swap *6th-level transmutation (Druid, Sorcerer, Wizard)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 round (Concentration, up to 1 minute on willing target) ___ You alter the directional pull of gravity for a creature you choose within range. You can choose any direction, and the target instantly falls in the direction you chose on its turn. For every 10 feet it falls above 10 feet, it takes 1d6 bludgeoning damage on impact up to a maximum of 20d6. When it lands, it can then move across the surface like normal, as if on normal terrain. If there is no surface to land on, the target will fall 500 feet by the end of its turn. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. #### Wormhole *8th-level transmutation (Druid, Sorcerer, Wizard)* ___ - Casting Time: 1 action - Range: 5 feet - Components: V, S - Duration: Concentration, until the end of your following turn ___ You tear a breach into the fabric of space linking an unoccupied space you can see within range to an unknown place on an unknown plane. The breach is a circular opening, which is 10 feet in diameter. You can orient the breach in any direction you choose. The breach lasts for the duration. The breach has a front and a back on the plane where it appears. Travel through the breach is possible only by moving through its front. Anything that does so is instantly transported to the other plane taking 2d10 bludgeoning damage and 2d10 psychic damage in the process, appearing in the unoccupied space nearest to the breach. The destination plane is chosen randomly by rolling on the Wormhole: Destination Planes table below. Huge or larger creatures are too big to fit into the breach. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. As long as the breach persists, a 30-foot-cone originating from the front of the breach is subject to a incredibly powerful vacuum-like pull. When a creature enters the cone for the first time on a turn or starts its turn there, it must succeed on a Strength or Dexterity saving throw (it's choice) or be pulled into the breach. \columnbreak
##### Wormhole: Destination Planes | d20 |Plane| |:---:|:---:| | 1 | Mount Celestia, the Seven Heavens of | | 2 | Bytopia, the Twin Paradises of | | 3 | Elysium, the Blessed Fields of | | 4 | The Beastlands, the Wilderness of | | 5 | Arborea, the Olympian Glades of | | 6 | Ysgard , the Heroic Domains of | | 7 | Limbo, the Ever-Changing Chaos of | | 8 | Pandemonium, the Windswept Depths of | | 9 | The Abyss, the Infinite Layers of | | 10 | Carceri, the Tarterian Depths of | | 11 | Hades, the Gray Waste of | | 12 | Gehenna, the Bleak Eternity of | | 13 | The Nine Hells of Baator | | 14 | Acheron, the Infinite Battlefield of | | 15 | Mechanus, the Clockwork Nirvana of | | 16 | Arcadia, the Peaceable Kingdoms of | | 17 | Fire, the Elemental Plane of | | 18 | Air, the Elemental Plane of | | 19 | Earth, the Elemental Plane of | | 20 | Water, the Elemental Plane of |
* This list can be altered by your DM to fit any world or setting.
\pagebreak #### Controlled Singularity *9th-level transmutation (Druid, Sorcerer, Wizard)* ___ - Casting Time: 1 action - Range: 60 feet - Components: V, S - Duration: Concentration, up to 1 minute ___ You condense gravity into an immeasurably dense orb at a point you can see within the spell's range. The orb creates the following effects: - **Black Hole:** The orb fills a 15-foot radius sphere around it with crushing gravity and magical darkness, which no light, magical or mundane, can illuminate. A creature with darkvision can't see through this magical darkness. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
The orb's gravitation makes moving away from it incredibly difficult. While within 15 feet of the orb, a creature moving away from the orb must spend 4 feet of movement for every 1 foot it moves. While within 30 feet of the orb, a creature moving away from the orb must spend 2 feet of movement for every 1 foot it moves. \columnbreak
- **Devouring Darkness:** When a creature enters within 30 feet of the orb for the first time on a turn or starts its turn there, it must make a Strength saving throw or be pulled 10 feet toward the orb. When a creature enters within 5 feet of the orb for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 10d10 bludgeoning damage on a failed save or half as much on a successful one.
A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
In addition, unsecured objects that are completely within the area of effect are automatically pulled into orb. Small nonmagical objects that come within 5 feet of the orb are immediately destroyed. - **Event Horizon:** Creatures within the sphere can not leave it using non-magical means. Nothing can be seen within the sphere from the outside. Nothing from the outside can effect the inside of the sphere, and nothing from the inside can effect the outside of the sphere. Spells that attempt to do so fizzle, and projectiles are lost.