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Patron: Primus (Homebrew) in Dungeons & Dragons 5e

Patron: Primus (Homebrew)


Hit Points

Hit Dice: d4 per Patron: Primus (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Primus is the God of Law, creator of modrons and ruler of Mechanus. Primus main goal is to export the Mechanus model of law and order throughout the cosmos through its agents. Warlocks of this pact are considered as an extension of the will of Primus in the material plane. Your patron expects cold and calculating thought, and holds that none should place their desires over the whole. Individuals who have made pacts with Primus are usually Lawful, and often Lawful Neutral, determined to fight the chaos.  

Level Spells
1st shield, thunderous smite
2nd calm emotions, zone of truth
3rd tiny servant, leomund's tiny hut
4th fabricate, resilient sphere
5th dispel evil & good, telepatic bond
     

Axiomatic Mind

Starting at 1st level magic power from your patron allows you to be resolved and protects you from corruption. You have advantage on any saving throw against charm, fear and any spell that would change you alignment.  

Skill Empowerment

At 1st level when you make an ability check or saving throw you can choose to use the d20 average result (10). You can decide on whether to apply this after your roll but before the DM's ruling.    You can do this once every short or long rest, at level 10th you can use it twice per short or long rest.    You also gain proficiency in tinker tools due to Primus penchant towards constructs.  

Primus Magic Resistance

At 6th level part of Primus divine resistance flows within you. You gain proficiency in Intelligence saving throw and when you are subjected to an effect that force you to make a Wisdom or Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Also, if you fail a Wisdom or Intelligence saving throw you can choose to succeed instead. Once you automatically succeed on the saving throw you can't do it again until you finish a long rest.  

Law of Averages

At level 10th you gain the ability to control part of the magical energies that pervades area around you. As an action you can control flow of arcane energies in an area of 60feet radius from you, for 1 minute all attacks use the dice average result. This feature ends early if you die, you are incapacitated or you use your bonus action to end it. While Law of Averages is active you can use Skill Empowerment on your allies inside the area. Once you use this feature, you can't use it again until you finish a short or long rest.   Chaos Suppression At level 14th influence of supreme law of Mechanus propagates through you. As an action, divine energy emanates from you in a 60-foot cube and every creature in that area takes 30 radiant damage. Each creature that takes any of this damage must succeed on a Wisdom saving throw against your DC or be stunned until the end of your next turn. Chaotic creatures make the saving throw with disadvantage. Once you use this feature, you can't use it again until you finish a long


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