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ARCHOMENTAL PATRONS - SUNNIS

S
unnis, princess of Good Earth Creatures and Expanded spell list
Good Elemental Earth, is one of the four Princes The Achromental patron - Sunnis lets you choose from an
of Elemental Good. Known as the True Stone and expanded list of spells when you learn a warlock spell. The
Lode Mother, Sunnis' symbol is an hourglass with following spells are added to the warlock spell list for you.
sand trickling into the bottom bulb. This gentle
archomental leads an existence of quiet con- Sunnis Expanded Spells
templation, doting over her many servants and Spell Level Spells
followers as cherished children. She is renowned for both 1st Earth tremor¹, Sleep
her inner and outer beauty, and has attracted many suitors,
but remains stoic to all their advances. 2nd Enlarge/Reduce, Maximilian's Earthen Grasp¹
Though she lacks the interest in power possessed by her 3rd Erupting Earth¹, Meld into Stone
hated enemy Ogrémoch, she still possesses a fortress to call
her own in the Sandfall - a cavern shaped like the bottom half 4th Summon Elemental² (Earth only), Stone Shape
of an hourglass underneath a perpetually falling column of 5th Wall of Stone, Passwall
sand, which drains away into a seemingly bottomless pit not
far from the stronghold. ¹ Xanathar's Guide to Everything
Of all the good archomentals, Sunnis may have the largest ² Tasha's Cauldron of Everything
array of followers. Aside from the expected elementals and
their variants, her subjects include dwarves, gnomes, gulgars, Bonus Cantrip
earth genasi, and many others. She also has strong alliances At 1st level, you learn the Mold Earth¹ cantrip. It counts as a
with the dieties of the dwarven and gnomish pantheon, as warlock cantrip for you, but it doesn't count against your
well as Skoraeus Stonebones, patron god of Stone Giants. number of cantrips known.
Sunnis tirelessly battles against the dao, viewing them as
brutal and heartless taskmasters who are undeserving of the Unyielding
wealth they so callously spend lives to acquire. The Demon Starting at 1st level, when you are subjected to an effect that
Princes Ugudenk and Zuggtmoy are both ancient enemies of would move you, knock you prone, or both, you can spend
hers, as is the Archdevil Dispater. But her truest hate is your reaction to be neither moved nor knocked prone.
reserved for her rival, Ogrémoch.
The Plane of Earth shall know no peace until one or the Sand trap
other is destroyed. Even during the ancient War of Law and Starting at 6th level, you can spend your action to create a
Chaos, in which Sunnis alone, amongst her compatriots of sand trap on a portion of terrain made of dirt or stone that
the Goodly Archomentals, fought on the side of Law through- you can see within 60 feet and that fits within a 5-foot cube.
out the entire war, the two opposed each other. It was Sunnis The area you target becomes loose sand and is con-sidered
who prevented Ogrémoch from interfering in a crucial battle, difficult terrain. When a small or medium creature enters the
allowing the Rod of Seven Parts to be used to defeat Miska affected area for the first time on a turn or starts its turn
the Wolf-Spider and end the war. here, that creature must succeed on a Dexterity saving throw
Stories also claim that Sunnis once did battle against the against your Warlock spell save DC. On a failure the creature
Tarrasque and that it was her use of a powerful artifact, is restrained by the sand as it sinks into the trap. To break
called the Sands of Slumber, that forced the beast into its out, the restrained creature can use its action to make a
present cycle of prolonged dormancy. Strenght check against your warlock spell save DC. On a
success, the creatures escapes and is no longer restrained.
A
Sunnis Features trap lasts for 1 minute or until you dismiss it with a bonus
Warlock action. When a trap disappears, the terrain reverts to its
Level Feature previous state and any restrained creature is released without
1st Expanded Spell list, Bonus Cantrip,
consequences.
Unyielding You can use this feature a number of times equal to your
Charisma modifier (minimum once), and you regain all
6th Sand Trap expended uses of it when you finish a short or long rest.
10th Earthen Fortitude
Earthen Fortitude
14th Sandfall Exile Starting at 10th level, you can use a bonus action on your
turn to spend your hit dice. The maximum hit dice you can
spend at once equals your Charisma modifier (minimum of
one die). Roll the dice you spend and add your Constitution
modifier to each of them.
You gain temporary hit points equal the total and, as long
as you have at least 1 temporary hit point granted by this
feature, you gain resistance against bludgeoning, piercing,
slashing.

ARCHOMENTAL PATRONS | SUNNIS 1

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Sandfall exile
Starting at 14th level, as an action, choose a creature that you
can see within 60 feet of you. That creature is teleported to
the Elemental Plane of Earth for 1 minute, or until your
concentration is broken (as if you are concentrating on a
spell). The creature appears under the Endless Sandfall, a
column of perpetual falling sand that crushes on it.
Until the
effect ends, the creature is incapacitated. At the start of each
of its turns, it must make a Dexterity saving throw against
your Warlock spell save DC. On a fail it becomes restrained
and takes 2d8 bludgeoning damage, or half as much on a
succesful one and is not restrained, or removes the restrained
condition in case it was affected by it.
Once the effect ends the creature reappears in the space it
left, or in the nearest empty space if it's occupied and it's no
longer incapacitated nor restrained.
You must finish a long rest before you can use this feature
again.

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