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Nerdarchy on D&D Warlock Patron Ideas: King of Monsters

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In this 16-minute video on Nerdarchy the YouTube channel Nerdarchists Dave and Ted explore another warlock Otherworldly Patron concept for fifth edition Dungeons & Dragons. Should your 5E D&D character be able to serve Godzilla?

The idea for this came from a TikTok video Dave watched and from there he and Ted developed ideas for what such a warlock may look like in 5E D&D. What sort of power would the King of Monsters bestow upon mere mortals? Nature may abhor their folly but in this video Godzilla welcomes it with a radioactive embrace.

The King of Monsters

The conversation begins with a question — why not simply reflavor The Fathomless? Godzilla comes from the sea, right? The answer is twofold. For starters this wouldn’t make a very long or interesting video. Beyond the obvious though the powers demonstrated by Godzilla don’t fit with the tentacles from the deep vibe going on with this existing warlock option. Creating Otherworldly Patrons in particular is fun and relatively easy in 5E D&D.

Expanded Spell List

1st level King of Monsters feature

The King of Monsters 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. Absorb elements, color spray
  • 2nd. Dragon’s breath, enlarge/reduce
  • 3rd. Ashardalon’s stride, water breathing
  • 4th. Freedom of movement, polymorph
  • 5th. Maelstrom, destructive wave

Aquatic Evolution

1st level King of Monsters feature

Your body has been altered to incorporate certain aquatic characteristics. You choose one Aquatic Enhancement now and a different one at 6th, 10th and 14th level.

  • Adapted to Water. Your speed increases by 10 ft. when in water.
  • Eyes of the Depths. You gain darkvision out to 60 ft. If you already have darkvision the range increases by 30 ft.
  • Gills. You gain the ability to breath in water.
  • Webbed Fingers. You gain a swim speed equal to you walking speed.

Mutated Eldritch Blast

1st level King of Monsters feature

You gain the eldritch blast cantrip. You eldritch blast deals radiant damage.

Radioactive

1st level King of Monsters feature

You can use your bonus action to exhale radiant energy in a line 5 feet wide and 30 feet long. Each creature in the area of the exhalation must make a Dexterity saving throw against your spell save DC. A creature takes 1d10 damage on a failed save and half as much damage on a successful one. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. You can use this ability a number of times equal to your proficiency bonus. You regain all uses once you complete a long rest.

Radiation Resistance

6th level King of Monsters feature

You gain resistance to radiant damage.

Tyrant of the Depths

10th level King of Monsters feature

You can communicate telepathically with any creature that possess a swim speed. You can cast command at will, without expending a spell slot or material components, but you can target only creatures with a swim speed with it.

Atomic Healing

14th level King of Monsters feature

As a bonus action you can spend Hit Dice and regain hit points equal to the number rolled plus your Charisma modifier for each Hit Die you roll. Once you use this feature you can’t use it again until you finish a short or long rest.

Want more It Came From The Sea vibes?

Check out Wizard’s Wake! Adventurers earn a vacation to the tropical Gylathacean Isles and find fun in the sun. It’s not long before they learn about Wizard’s Wake, an ancient shipwreck tied to a magical disaster. No true 5E fantasy vacation is complete without an excursion into danger to discover arcane secrets and treasure. Check it out here!

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