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Introduction Credits
Warlocks have appealed to us since they were Lead designer: Marco Fossati
first designed. The pact between warlocks Writer: Marco Fossati
and their patrons is a powerful inspiration Art Director: Marco Bertini
for roleplaying. Before we even started Graphic designer and layout: Marco Bertini
publishing for the DM’s Guild, we were Editor: Simon Collins
planning to create a volume that would Cover Art: Leonardo Borazio
investigate the exciting roleplaying Internal Art: Bruno Balixa, Fantasy Landscape.1. Daniel
opportunities provided by warlocks. Comerci – danielcomerci.com. Some artwork © 2015 Dean
Spencer, used with permission. All rights reserved. Forrest
Of Warlocks & Patrons is the result of months of research Imel. Graindfailure. The Dungeon Masters Guild was used
and gameplay. We hope you’ll enjoy it! as source for some of the art. All art taken from there is
owned by Wizards of the Coast and is used with
Overview permission under the Community Content Agreement for
the Dungeon Masters Guild. The logo was created by Luca
This volume aims to investigate the relationship between Maiorani.
warlocks and their patrons, from the relationship’s Playtesters: Andrea "Lattuga" Donato, Andrea "Pupazzo"
inception to the myriad developments that could occur Grassi, Gianpiero "Gianpy" Grassi, Vincenzo "Vinx"
during a campaign. Two new patrons are presented, as well Loseto, Donato "Natto" Petriccione, Luca "Lupi" Pinato,
as some new invocations. You’ll also find some new Christian "Chichino" Rezzano, Luca "Luchino" Rubino,
monsters related to each type of patron in the appendices. Riccardo "Ricky" Volpi
Special Thanks to: Venti di Ruolo, Alessio Annaloro,
The book contains the following chapters: Alessandro Fierro, Andrea Caramia
Created with Homebrewery.
Chapter 1: Relationship Between
Warlocks and Patrons On the Cover
Chapter 2: New Patrons
Chapter 3: New Eldritch Invocations Gupta's fiery hands are a gift from her patron. Be careful
Chapter 4: New Backgrounds when reading this guide: we are not responsible for any
Appendix A: Rites to Contact Your odd effect to your body.
Patron
Appendix B: New Monsters
Contents
Introduction and Credits....................................3
Chapter 1: Relationship 5
Between Warlocks and Patrons
What Lies Behind.....................................................................5
Backstory .................................................................................5
Purpose ....................................................................................6
Methods ...................................................................................7
What Lies Beyond.....................................................................7
Connections ............................................................................7
Communication Channel.....................................................8
Repaying Debts....................................................................11
Chapter 2: New Patrons 13
The Elemental Lord...............................................................13
The Spirit.................................................................................16
Chapter 3: New Eldritch 19
Invocations
Chapter 4: New Backgrounds 21
The Chosen..............................................................................21
Cultist ........................................................................................22
Appendix A: Rites to Contact 23
Your Patron
Action or Ritual.......................................................................23
Downtime .................................................................................23
Appendix B: New Monsters 24
Elder-touched ..........................................................................24
Elemental Lord Adept ...........................................................25
Air Elemental Lord Adept .................................................25
Earth Elemental Lord Adept ............................................26
Fire Elemental Lord Adept ...............................................26
Water Elemental Lord Adept ............................................27
Ghastly Warlock......................................................................28
Infernal Champion.................................................................29
Leprechaun ..............................................................................30
Master of Daggers..................................................................31
Shadowguard .......................................................................... 32
Valkyrie ..................................................................................... 33
Chapter 1: Relationship Between
Warlocks and Patrons
The world and its echoes are but motes in the
eye of a far grander, if more terrifyingly Warlocks aren’t born; it is their first encounters with their
incomprehensible, vista. You are unafraid, patrons that shape who they will become. It’s one of the
nay eager, to risk even madness unending, if most critical events in your character’s life, so you should
only you can learn the underlying truth of explore it in detail as it can become a crucial source for
existence. campaign plots.
– Rendoran, Sorcerer-King of Lymen
Backstory
1d6 Backstory
The relationship with your patron is a powerful tool for 1 Family Ties. Your patron is somehow related to your
roleplaying. In this chapter, you’ll find many suggestions on family.
how to explore it in greater depth.
2 Fate. You literally stumbled upon your patron.
What Lies Behind 3 Chosen. Your patron specifically chose you.
4 Research. You searched for your patron until you
Before the campaign or adventure started, what happened
between you and your patron? found them.
5 Ancient Fellowship. You and your patron are
How did you meet?
Why did you collaborate? somehow related to the same brotherhood.
How was your pact formed? 6 Curse. You triggered something that established
contact between you and your patron.
The tables below focus on the foundations of your Ancient Fellowship
relationship with your patron to help develop these ideas.
You are a member of the same group your patron once was.
Backstory Maybe they were a near-mythical, ancient member of your
When did you meet your patron for the first time? Did you faction that later became a powerful entity, or perhaps they
search for a patron, or did your patron come looking for had merely concealed themselves, incognito, within the
you? Where did you meet up? group.
Chosen
Your patron chose you to be their pupil. They looked for
you, found you to have some potential, and decided to grant
you your powers.
Curse
The Abyss has marked me and made me an outcast, giving
me, in a single act, the power and the will to destroy it.
Something went badly wrong just before you first
communicated with your patron. Maybe you miscast a
conjuration ritual, or a spell created a rift into a different
dimension. Perhaps, on purpose or by accident, you
violated some location sacred to them.
Family Ties
Your patron is an ancestor of yours, and you have some of
their blood in your veins. They can be the spirit of a long-
dead relative, or a fiendish or alien creature that decades
ago bred with one of your ancestors.
Fate
I was one of the brightest students in the Ebon Tower. But I
was curious. And after I saw the demons bound in the
basement, I knew some of my instructors were even more
curious—and less scrupulous—than I was.
from Ten Years in a Dark Cult by Master Theognides
You met your patron by accident. Maybe you found a long-
lost item, or you became lost in a forest or a cave and
encountered your patron there.
CHAPTER 1 | WARLOCKS AND PATRONS 5
Research Purpose
The Dream Whisperer pays more attention to the world
You had heard of your patron and the powers they could than any other of its ilk. It might have a plan and a part to
grant and decided to seek them out for the favors they play in the world’s final destiny.
could bestow. Maybe you heard rumors from folk tales, a The relationship between patron and warlock is very
snippet from a lecture, or found hints in ancient books. You similar to that of a master and apprentice. The warlock
met your patron by accident. Maybe you found a long-lost usually seeks arcane knowledge, but why does the patron
item, or you became lost in a forest or a swamp and teach its powers to a creature of lower stature? The
encountered your patron there. following table gives you some hints about the patron’s
motivations.
Patron's Purpose
1d6 Backstory
1 Knowledge for Knowledge’s Sake. Your patron simply
likes to share its arcane knowledge.
2 Long-Term Goal. Your patron is trying to achieve
some higher goal, and you are one of its vessels.
3 Successor. Your patron thinks of you as a means to
preserve its legacy.
4 Slavery. Your patron wants to enslave you or has
already succeeded in it.
5 Business. Your patron has sold its knowledge to
you.
6 Commitment. Your patron was somehow
compelled to share its knowledge with you.
Business
Spare me your warnings, old man... I am tired of your
lessons. I am about to make a deal that’ll give me more
power than a thousand of your moldering libraries can
hold.
– Tibalt, to his wizard mentor before his acceptance of
the infernal pact
You made a business bargain with your patron and bought
the knowledge your patron offered. Payment can either be
already completed or postponed into the future. The table
below gives you some suggestions about different
payments.
Patron's Payment
1d6 Backstory
1 You sold your soul to your patron.
2 You were compelled to retrieve a powerful artifact
for your patron.
3 You were compelled to make a sacrifice to your
patron every week.
4 You sold a part of your body, which became
twisted compared to the norm.
5 You were compelled to complete a specific goal for
your patron.
6 You were forced into a heinous act, which still
makes you feel guilty and ashamed.
Commitment
Your patron was forced to share its knowledge with you.
Maybe someone commanded it, or it was tricked by you or
by external forces. The table on the next page gives you
some suggestions.
Patron's Commitment Patron's Goal
1d6 Backstory 1d6 Backstory
1 Your patron saw you as the hero they were 1 Your patron wants to harvest as many souls as
awaiting. possible.
2 You somehow tricked the patron into teaching you 2 Your patron wants to retrieve a long-forgotten
their powers. powerful artifact.
3 A god forced the patron to teach you their powers. 3 Your patron is looking for a way back to your plane.
4 Your patron has a patron itself, and they did as 4 Your patron is guarding a powerful magic item and
ordered. doesn’t want it found by other people.
5 You saved the life of your patron, and they 5 Your patron is looking for a way to achieve
exchanged the favor. godhood.
6 Your patron is cursed. They must teach their 6 Your patron wants to destroy a powerful ancient
powers to anyone they meet. enemy.
Knowledge for Knowledge’s Sake Slavery
Your patron enjoys the role of master and teacher. Each Your patron thinks about you as one of their slaves. Either
time they find a suitable candidate, they share their they have a kind of control over you, or just pretends to.
knowledge with enthusiasm. It could be a way to increase Either way, they consider themselves your master and that
the number of their disciples, or maybe it’s just because you must obey them reverentially.
they enjoy the sharing of knowledge.
Successor
Long-Term Goal
Your patron will eventually die. Since they don’t want their
Your patron has their own agenda and sees you as a tool to knowledge to die with them, your patron has decided to
reach their goals. Your patron couldn’t compel you but pass their knowledge on to other beings, hoping that
invites you—with varying frequency—to move further someday one of them will take their place.
towards their goals. The table below gives you some
suggestions about patrons’ common goals. Methods
Be not afraid of greatness: some are born great, some
achieve greatness, and some have greatness thrust upon
them.
– William Shakespeare, Twelfth Night, Act II, Scene V
How did your patron teach their powers to you? Was it
through teachings of gestures and arcane words, or by
reading old texts? Or something else? The following table
gives you some suggestions for the patron’s teaching
methods.
Patron's Methods of Teaching
1d4 Backstory
1 Your patron taught you the gestures and words to
activate your powers.
2 You learned your powers through ancient writings
given to you by your patron.
3 You patron imbued you with your powers.
4 Your powers were always within you. Your patron
simply activated them.
What Lies Beyond
What happens between you and your patron after the start
of the campaign or adventure? The tables below focus on
the continuing relationship between warlock and patron to
further develop it.
Connections
Are you still in contact with your patron?
Do you have a chance to talk together?
Do you seek advice from your patron?
Does your patron give you orders?
CHAPTER 1 | WARLOCKS AND PATRONS 7
In order to contact your patron, you may need to perform a Archfey's Messengers
rite. Examples of rituals are provided in Appendix A.
1d8 Creature
Connections 1 Dryad
2 Any hag
1d4 Patron-Warlock Communications 3 Pixie
1 Your patron doesn’t want to communicate with you 4 Sprite
and refuses any chance to connect. 5 Eladrin**
2 Your patron doesn’t want to be disturbed regularly 6 Redcap*
but sometimes grudgingly accepts communication 7 Darkling*
with you. 8 Leprechaun***
3 Your patron engages in communication with you
regularly. *Volo’s Guide to Monsters
4 Your patron actively tries to communicate with **Mordenkainen’s Tome of Foes
you. ***New monster; see Appendix B
Communication Channel Celestial's Messengers
What is the communication channel between you and your
patron? The table below gives you some suggestions. Often, 1d6 Creature
a patron uses more than one method. 1 Pegasus
2 Unicorn
Connections 3 Ki-rin*
4 Deva
1d6 Patron-Warlock Communications 5 Any elf
1 Omens 6 Valkyrie**
2 Signs
3 Messengers *Volo’s Guide to Monsters
4 Telepathy **New monster; see Appendix B
5 Object
6 In-person
In-Person
Your patron appears in front of you to communicate, either
physically or through magical means. Its appearance can
differ from time to time, according to its mood and
behavior.
Patron's Appearance
1d6 Appearance
1 Incorporeal
2 Humanoid of the same race as yours
3 Humanoid of a different race than yours
4 Creature of a type other than humanoid
5 Item relevant to the patron
6 Patron’s true form
Messengers
The Raven Queen is our mistress. She holds death in her
grasp, and each of us serves as an instrument of her will.
Your patron uses messengers to communicate with you.
Usually, they are intelligent creatures that can speak the
same language as you, or they can simply pass on a
physical message from your patron. These messengers can
either be at the patron’s service on a regular basis or can be
enlisted only for that occasion. The tables below give you
some suggestions for suitable messengers for each type of
patron that is included in the Player’s Handbook,
Xanathar’s Guide to Everything and Sword Coast
Adventurers’ Guide. All creatures can be found in the
Monster Manual unless specified otherwise.
8 CHAPTER 1 | WARLOCKS AND PATRONS
Fiend's Messengers
1d8 Messenger
1 Barbed devil
2 Cambion
3 Warlock of the Fiend*
4 Succubus
5 Cultist
6 Quasit
7 Rakshasa
8 Infernal champion**
*Volo’s Guide to Monsters
**New monster; see Appendix B
Elemental Lord's Messengers
1d6 Messenger
1 Elemental of the same element as the patron’s
2 Genasi of the same element as the patron’s
3 Mephit of the same element as the patron’s
4 Fire, stone, cloud or storm giant
5 Cultist
6 Adept of the Elemental Lord*
*New monster; see Appendix B
Great Old One's Messengers 9
1d6 Messenger
1 Any hag
2 Mind flayer
3 Elder-touched***
4 Star spawn seer**
5 Cultist
6 Warlock of the Great Old One*
*Volo’s Guide to Monsters
**Mordenkainen’s Tome of Foes
***New monster; see Appendix B
CHAPTER 1 | WARLOCKS AND PATRONS
Spirit's Messengers
1d6 Creature
1 Ghost
2 Specter
3 Any hag
4 Mage
5 Wraith
6 Ghastly warlock*
*New monster; see Appendix B
Hexblade's Messengers Undyng's Messengers
1d6 Creature 1d6 Creature
1 Wereraven+ 1 Wight
2 Darkling* 2 Priest
3 Champion* 3 Necromancer*
4 Shadar-kai, shadow dancer** 4 Flameskull
5 Nightwalker* 5 Cultist
6 Master of daggers*** 6 Shadowguard**
+Curse of Strahd *Volo’s Guide to Monsters
*Volo’s Guide to Monsters **New monster; see Appendix B
**Mordenkainen’s Tome of Foes
***New monster; see Appendix B Object
You have an item that permits communication between you
and your patron. Your patron is not obliged to answer and
nor are you, but one hears what the other is saying given
access to the object. The table below gives you some
suggestions about appropriate items.
Communication Items Natural Signs
1d8 Item Patron Signs
1 Earring Archfey Puffs of wind, flower blossom, wild
2 Crystal sphere
3 Scroll upon which the words appear magically animals
4 Circlet Celestial Rainbows, rays of light, unicorns
5 Armband Elemental Natural phenomenon of the patron’s
6 Torc
7 Ring Lord* element
8 Pearl Fiend Fires, earth tremors
Great Old Shining stars, rain, lightning
Omens One
Hexblade Thunder, lightning
Your patron communicates with you through omens, Spirit* Puffs of wind, rays of light, fog
dreams, and other similar things. Messages can be either Undying Fungi, earth tremors, fog
explicit or obscure, according to the patron’s will and
disposition. *New patron; see Chapter 2
Signs
Your patron shows its will, favor, or displeasure through
various effects. They can be either magical—such as a spell
effect—or natural. The tables below give you some
suggestions for those signs suitable for each type of patron
included in the Player’s Handbook, Xanathar’s Guide to
Everything, and Sword Coast Adventurers’ Guide.
Magical Signs
Patron Signs
Archfey entangle, aid, gust**, faerie fire
Celestial light, aid, daylight
Elemental Any magical spell related to the patron’s
Lord* element
Fiend Magical fires, erupting lava, pyrotechnics
Great Old skywrite**, hunger of Hadar, dissonant
One whispers
Hexblade thunderclap**, thunderwave
Spirit* moonbeam, shatter, web
Undying darkness, fog cloud
*New patron; see Chapter 2
**Xanathar’s Guide to Everything
Repaying Debts
What happens if your patron asks you to do something, and
you don’t accomplish it? It may be a debt acquired at the
beginning of the relationship (see the tables at the
beginning of this chapter) or something your patron asked
for during your adventures. The table below suggests some
possible reactions from the patron to any failures. Usually,
these effects last until the debt is paid.
Patron's Reactions
1d12 Reaction
1 A part of your body is magically altered, often into
a horrible shape.
2 The patron steals some of your luck. The DM rolls
1d4. The result is the number of the next 20s
rolled by you that are magically transformed into
1s.
3 Every 24 hours, the first time you cast a 1st-level
spell or higher using a warlock spell slot, roll as
many d8s as the spell slot level you used to cast
the spell. The result is the psychic damage you
suffer.
4 The patron sends a messenger to warn you. If you
still don’t pay your debt, the messenger will try to
kill you.
5 For the next 24 hours, any metal item belonging
to you that you touch becomes corroded and
useless. Any non-hostile creature that you touch
must make a Constitution saving throw against
your spellcasting DC. On a failure, that creature is
poisoned for 1 hour.
6 For the next 24 hours, everyone that hears you
speaking believes you’re telling lies, no matter
what you say or do.
7 Until you finish a long rest, spells you cast using
warlock spell slots or cantrips that are on the
warlock's list always do the least possible damage.
8 Until you finish a long rest, each time you use a
warlock spell slot you must make a DC 20
Constitution saving throw. On a failed save, you
gain 1 level of exhaustion.
9 When you finish a long rest, you discover that a
magic item you own has disappeared. That item
will only return when you pay your debt. If you
have no magic items, then it’s your most valuable
item.
10 You feel very sick. You are poisoned until you
finish a long rest.
11 You are hunted by local law enforcement.
Someone identical to you has committed a
heinous crime. When you pay your debt, they stop
chasing you.
12 Your next long rest is disturbed by annoying
sounds in your mind. Your maximum hit points
are halved until you finish another long rest.
12 CHAPTER 1 | WARLOCKS AND PATRONS
Chapter 2: New Patrons
here are times when the unseen can be even
Patron Marks
Tmore dangerous than what our eyes behold...
I am the lightning strike, the earth’s upheaval, the unruly
sea. I am the bringer of your destruction.
Some warlocks bear a patron’s mark, which is usually
related to the patron’s element.
The following new patron options are available to a Elemental Lord's Mark
warlock: The Elemental Lord and The Spirit.
1d4 Backstory
The Elemental Lord 1 Your skin is unnaturally red (fire), brown (earth),
Earth, water, fire, and wind. Where there is energy, there is blue (water), or transparent (air).
life. 2 When you cast a warlock spell, pieces of your
Your patron is a powerful being from the Elemental Planes. patron’s element spring from your mouth or hands.
You have bound yourself to an elemental lord. Your pact 3 Those touched by you feel extreme heat (fire), cold
with that being allows you to master the powers of the (water), roughness (earth), or daintiness (air).
element associated with your patron’s native plane. 4 When you cast a warlock spell, sometimes tiny
Suitable patrons are Imix, from the Plane of Fire, elementals briefly appear around you.
Orgremoch from the Plane of Earth, Olhyndra from the
Plane of Water, and Yan-C-Bin from the Plane of Earth. Expanded Spell List
Alternatively, in a Forgotten Realms campaign, Akadi from
the Plane of Air, Grumbar from the Plane of Earth, Kossuth The elemental lord lets you choose from an expanded list
from the Plane of Fire, and Istishia from the Plane of of spells when you learn a warlock spell. The following
Water, are also available. spells are added to the warlock spell list for you.
The powers you gain are slightly different, depending on
your patron’s element. Air Elemental Lord Expanded Spells
Spell Level Spells
1st jump, zephyr’s strike+
2nd dust devil+, gust of wind
3rd call lightning, wind wall
4th storm sphere+, arcane eye
5th control winds+, steel wind strike
+Xanathar’s Guide to Everything
Earth Elemental Lord Expanded Spells
Spell Level Spells
1st earth’s tremor+, grease
2nd barkskin, Maximilian’s earthen grasp+
3rd erupting earth+, wall of sand
4th stone shape, stoneskin
5th transmute rock, wall of stone
+Xanathar’s Guide to Everything
Fire Elemental Lord Expanded Spells
Spell Level Spells
1st burning hands, searing smite
2nd continual flame, flaming sphere
3rd fireball, flame arrows
4th fire shield, wall of fire
5th flame strike, immolation+
+Xanathar’s Guide to Everything
CHAPTER 2 | NEW PATRONS 13
Elemental Patron Language
Fire Ignan
Water Aquan
Water Elemental Lord Expanded Spells Elemental Aura
Spell At 6th level, you gain the ability to surround yourself with
Level Spells elemental powers. The effect of this feature depends on
1st chromatic orb (only cold), ice knife your elemental patron, as described below. Once you use
2nd Snilloc’s snowball swarm+, pass without this feature, you cannot use it again until you finish a long
rest.
trace
3rd tidal wave+, wall of water Air. As an action, you summon a 10-foot-radius sphere of
4th ice storm, watery sphere+ strong wind, centered on you, which lasts for 1 minute or
5th cone of cold, maelstrom+ until you dismiss it. When a creature enters the sphere, it
must roll a Strength saving throw. The DC is equal to your
+Xanathar’s Guide to Everything spellcasting DC. On a failed save, that creature cannot
enter the sphere until the start of its next turn. Ranged
weapon attacks against you automatically miss. You can
dismiss the sphere at will.
Earth. As an action, your skin becomes hard as stone for
1 minute or until you dismiss it. You are immune to poison
damage and gain resistance to all nonmagical damage. You
can end the effect at will.
Fire. As an action, flames erupt from your body for 1
minute. A creature that ends its turn within 5 feet of you
must roll a Constitution saving throw. The DC is equal to
your spellcasting DC. On a failed save, that creature takes
2d6 fire damage, or half as much damage on a successful
one. You are immune to fire damage. You can end the effect
at will.
Elemental Boost
At 1st level, you gain the ability to channel elemental forces
allowing you to do extra damage with your spells. When
you cause damage with a spell of 1st level or higher, you
add damage equal to 1d6 + your warlock level. The type of
damage depends on your elemental patron, according to
the table below. Once you use this feature, you cannot use
it again until you finish a short or long rest.
Extra Damage Damage
Thunder
Elemental Patron Bludgeoning
Air Fire
Earth Cold
Fire
Water
Elemental Language
At 1st level, you gain the ability to speak, read, and write
your patron’s language, according to the table below.
Language Language
Auran
Elemental Patron Terran
Air
Earth
CHAPTER 2 | NEW PATRONS 15
Water. As an action, you summon a 15-foot-radius sphere identical to the druid’s Wild Shape feature, as described in
of water, centered on you, for 1 minute. You can breathe the Player’s Handbook.
normally inside the sphere. A creature that enters the
sphere must hold its breath as long as it remains in the Water. You gain a swimming speed of 40 ft. and can
sphere if it can’t breathe underwater. Weapon attacks breathe normally underwater. Additionally, your shape is
against you have disadvantage, and you gain resistance to fluid and malleable. You can enter a hostile creature’s
all nonmagical damage. You can dismiss the sphere at will. space and move through it, and you can move through a
space as narrow as 1 inch without squeezing.
Aspect of the Elements
Elemental Fury
At 10th level, you gain some aspects typical of your
elemental lord patron. At 14th level, you gain the ability to channel elemental
destructive powers, causing great havoc and damage.
Air. Air is no longer a mystery for you. With your normal
movement, you can cross ditches, chasms, and similar Air. As an action, you choose a point you can see within
without any help or magical means, as long as you start 90 feet of you. A 30-foot-radius sphere of hurricane winds
and finish your movement on a solid surface. As a bonus appears there. All creatures in the area of effect must roll a
action, you gain flying movement of 30 ft. for 1 minute. Strength saving throw. The DC is equal to your spellcasting
Once you use this feature, you cannot use it again until you DC. They take 10d12 bludgeoning damage on a failed save
take a short or long rest. and are knocked prone, or half as much damage and no
other ill effects on a successful one. Once you use this
Earth. You can freely pass through nonmagical walls feature, you cannot use it again until you finish a long rest.
that are up to 1 foot thick. As a bonus action, you are
immune to all nonmagical damage and gain resistance to Earth. As an action, choose a point you can see on the
all magical damage until the end of your next turn. Once ground within 90 feet of you. An earthquake begins,
you use this feature, you cannot use it again until you take a creating small cracks in the ground in a 30-foot radius
short or long rest. centered on the point you have chosen. All creatures in that
area must roll a Strength saving throw. They take 10d12
Fire. As an action, you take the shape of a fire elemental bludgeoning damage on a failed save and are knocked
for 1 minute. The DM has the statistics for that creature. prone, or half as much damage and no other ill effects on a
You can revert to your normal shape with a bonus action. successful one. Once you use this feature, you cannot use it
After you use this feature, you can’t use it again until you again until you finish a long rest.
finish a long rest. In all other aspects, this feature is
Fire. As an action, you choose a creature you can see
within 120 feet of you. You create internal combustion
within its body and it becomes quickly engulfed in flames.
The target creature must make a Constitution saving throw
with a DC equal to your spellcasting DC. It takes 16d10 fire
damage on a failed save, or half as much damage on a
successful one. An affected target must roll another saving
throw at the start of each of its next turns for 1 minute. On
a failed save, it takes additional 4d10 fire damage. On a
successful save, the effect ends. Once you use this feature,
you cannot use it again until you finish a long rest.
Water. As an action, you hurl two waves of magical water
towards a creature you can see within 120 feet of you. You
can choose a different target for each wave. Make a ranged
spell attack. On a hit, the target creature takes 10d10
bludgeoning damage and is pushed away 20 feet in a
straight line. Once you use this feature, you cannot use it
again until you finish a long rest.
The Spirit
The walls of the world are thinner than most suspect.
Demons and undead are bad enough, but things far worse
seek to break through and feast on reality.
Your patron is an ancient and powerful spirit of the dead.
Something prevented it from passing on, and now it clings
to the real world in a state of unlife. Our Volo’s Guide to
Ghosts (https://www.dmsguild.com/product/307508) can
provide you some relevant suggestions for what created a
spirit patron.
Suitable patrons are the Ozbedat Council from Ravnica or
Princess Alusair Nacacia of Cormyr from the Forgotten
Realms.
Marks of the Patron
Some warlocks bear the mark of their spirit patrons, which
reflects the strong bond between them.
16
but they don’t count against your number of cantrips
known.
Withering Touch
At 1st level, your simple touch can cause damage to the
living. When you take the Attack action, you can make the
following attack, using your spell attack bonus:
Withering Touch. Melee Spell Attack, reach 5 ft., one
creature. Hit: 1d6 + your warlock level necrotic damage
Ghostly Resilience
At 6th level, your link with your spirit patron allows you to
gain resistance to cold and necrotic damage. Additionally,
when you cast a spell that deals cold or necrotic damage,
you can add your Charisma modifier to that damage.
Ghostly Movement
At 10th level, your link with your spirit patron allows you to
move through other creatures and objects as if they were
difficult terrain. However, you can’t move through objects of
1 foot or thicker. You take 5 (1d10) force damage if you end
your turn inside an object. If this happens, you are
immediately shunted to the nearest unoccupied space that
you can occupy.
Spirit Visage
At 14th level, you can channel your spirit patron’s
appearance through your body. As an action, each non-
undead creature within 60 feet of you must make a
Wisdom saving throw. The DC is equal to your spell save
DC. On a failed save, the target creature takes 4d8 psychic
damage and is frightened for 1 minute or half as much
damage and no other ill effects on a successful one. Once
you use this feature, you cannot use it again until you finish
a long rest.
Spirit's Mark
1d4 Backstory
1 You are unnaturally pale.
2 When you use your movement, it seems you are
floating a few inches above the ground.
3 A chilling aura surrounds you.
4 Your eyes glow in darkness or dim light.
Expanded Spell List
The spirit 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.
Spirit Expanded Spells
Spell Level Spells
1st faerie fire, ray of sickness
2nd blur, gentle repose
3rd blink, gaseous form
4th greater invisibility, phantasmal killer
5th dominate person, geas
Bonus Cantrips
At 1st level, you learn the shocking grasp and spare the
dying cantrips. They count as warlock cantrips for you,
Chapter 3: New Eldritch Invocations
The world doesn’t end with water, fire, or cold.
I’ve divined the coming apocalypse. It ends Arcane Conversion
with tentacles.
Prerequisite: 14th level, Pact of the Tome feature
You may choose to associate your Mystic Arcanum with a
lower-level spell that you know.
– Prophecy of Deimos Armor of Blades
At 2nd level, a warlock gains the Eldritch Invocations
feature. Here are new options for that feature, in addition Prerequisite: 12th level, Pact of the Blade feature
to those in the Player’s Handbook and Xanathar’s Guide to You can cast blade barrier without consuming a spell slot
Everything. or material components. Once you use this invocation, you
If an eldritch invocation has a prerequisite, you must meet can’t use it again until you finish a long rest.
it to learn the invocation. You can learn the invocation at
the same time that you meet its prerequisite. A level Call from the Grave
prerequisite refers to your level in the warlock class.
Prerequisite: 7th level, Pact of the Chain feature
You can cast animate dead without consuming a spell slot
or material components. Once you use this invocation, you
can’t use it again until you finish a long rest.
Cruel Whimsy
When at least one target of a spell cast by you fails its
saving throw, you gain an additional 10 feet of movement
until the end of your turn. That movement doesn’t trigger
attacks of opportunity.
Destroyer Blast
Prerequisite: eldritch blast cantrip
Objects and structures are valid targets when you cast
eldritch blast.
Eldritch Charm
Prerequisite: 15th level, Pact of the Chain Feature
You can cast dominate monster without consuming spell
slots. Once you use this invocation, you cannot use it again
until you finish a long rest.
Gift of Tongues
Prerequisite: 5th level, Pact of the Tome feature
Choose four languages. While you’re holding your Book of
Shadows, you are proficient in those languages.
Hellish Resistance
Prerequisite: 5th level, Pact of the Chain feature
Choose one type of damage from fire, poison, cold, or
necrotic. You have resistance to that type of damage. You
can change the type of damage after you finish a long or
short rest.
Master of the Beasts
Prerequisite: 7th level, Pact of the Chain feature
You can cast conjure animals without consuming spell
slots. Once you use this invocation, you cannot use it again
until you finish a long rest.
Affinity with Magic Items Otherworldly Swiftness
Prerequisite: 7th level Prerequisite: Pact of the Blade feature
You can attune to up to four magic items. You add your Charisma bonus to your initiative checks.
Poisonous Touch
Make a melee spell attack against a creature you can reach.
CHAPTER 3 | ELDRITCH INVOCATIONS 19
On a hit, the target takes 1d6 plus your Charisma modifier invocation, you can’t use it again until you finish a long or
poison damage. That creature is also poisoned until the shor rest.
end of its next turn.
Second Chance Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast and a beam misses the target,
you can use your reaction to direct that beam towards
another creature that is within 10 feet of the target. Make
another ranged spell attack against the new target. On a
success, the beam hits the new target.
Shield of Shadowy Madness
When you are hit by a melee attack, you can use a reaction
to be encircled by shadows, which increase your AC by an
amount equal to your Charisma modifier. If the attack
misses as a result of this, the attacker must make a
Wisdom saving throw against your spellcasting DC. On a
failed save, it is frightened until the end of its next turn.
Once you use this invocation, you cannot use it again until
you finish a long or short rest.
Skills of Otherworldly Certainty
You can add your proficiency bonus to a skill check for a
skill in which you aren’t proficient. You can also use this for
a skill in which you are proficient, in which case your
proficiency bonus is doubled instead. Once you use this
invocation, you can’t use it again until you finish a short or
long rest.
Spider’s Kiss
Prerequisite: 9th level
You can cast web at will, without consuming spell slots or
material components.
Shadow Tracks
You don’t leave footprints unless you want to.
Prisoner’s Resolve
Prerequisite: 5th level
When you fail a saving throw, you can take 10 damage to
reroll the saving throw instead. You must use the new roll.
Once you use this invocation, you can’t use it again until
you finish a short or long rest.
Quickened Cantrip
Prerequisite: 5th level
When you cast a cantrip that is on the warlock spell list,
you can spend a Pact Magic slot to cast it again as a bonus
action in your same turn.
Reactive Blast
Prerequisite: eldritch blast cantrip
When you are hit by a spell attack, you can use your
reaction to cast eldritch blast against the creature attacking
you. If you get more than one beam, you must direct all of
them towards the same target. Once you use this
20 CHAPTER 3 | ELDRITCH INVOCATIONS
Chapter 4: New Backgrounds
Two new backgrounds are presented here
that you can use in addition to those d6 Ideal
included in the Player’s Handbook. Though 1 Duty. I’ll do anything to confirm the prophecies.
they’re designed principally for the warlock
class, you can easily adapt them to any class (Lawful)
you want. 2 Desertion. Even if the prophecies are true, I don’t
The Chosen think I can save the world. (Any)
3 Obligation. I’m a chosen hero. I must lead by
I was born on the slopes of Mount Emberstare during an
eclipse, when the moon turned as red as blood. example. (Good)
You have been chosen to play an important part in the 4 Pride. I will save the world, and the world must obey
history of your plane, or perhaps the whole multiverse.
Prophecies have been told about your coming. Portentous me. (Evil)
signs may have heralded your birth, or maybe you 5 Humility. I am but a servant of superior powers.
discovered your fate at a young age. Now, you are at the
beginning of a quest that will change the world. (Good)
Can you bear that heavy burden? Are you alone in your 6 Fate. I accept my fate, and I am led by it. (Neutral)
quest, or do you seek allies? Do you refuse your destiny and
flee from it? Are you ready to sacrifice yourself to fulfill the d6 Bond
prophecy? Or perhaps what you were told at such a young 1 I am ready to die to save the world.
age was just a hoax, and you are nothing more than a 2 I tend to remain alone because I don’t want to risk
common mortal?
the lives of those who love me.
3 I’m tormented by awful visions of the disasters that
will happen if I don’t accomplish my destiny.
4 Evil forces have hunted me since a tender age.
5 I obey the orders of my superiors without
discussion.
Skill Proficiencies: Two of your choice 6 My desires count as nothing compared to the
Tool Proficiencies: Disguise kit world’s destiny.
Languages: One of your choice from Celestial, Fey,
Infernal, or Abyssal d6 Flaw
Equipment: A token or a sheet that indicates your destiny, 1 I’ve been told since a tender age that I’m superior to
a pouch with 50 gp, a book of prophecies about you
others, and I believe it to be so.
Feature: Your Destiny Follows You! 2 I cannot make any decision alone. I must always take
counsel from my superiors.
The doves? They come and go as they please. By my
patron’s wisdom, the doves will watch over me until the day 3 I always tend to lead a group because I’m the hero.
of the Great Rift. 4 I consider myself invincible, since my destiny is to
You’re famous, and many people recognize you. Maybe you
bear some recognizable marks or your looks are very save the world.
similar to a hero from popular tales. However, you are 5 I think everyone loves me, even if they tell me the
warmly welcomed by most people you meet and easily find
shelter and food. However, you can also become an easy contrary.
target for agents of forces that work against your prophecy. 6 I always talk about my destiny, even on inappropriate
occasions.
Suggested Characteristics
A chosen tends to have an extreme personality, in either a
good or bad way.
d6 Personality Trait
1 I’m proud to be the one that will save the world.
2 I expect that everyone will recognize my important
role in the history of the multiverse, and I’m shocked
when that doesn't happen.
3 I’ve been trained my whole life for success, and I
don’t get on well with common people.
4 I refuse my destiny. I don’t believe I’m the chosen
one; many are worthier than me.
5 I don’t believe that those old prophecies are true. I’m
a common man.
6 Even if I’m the chosen one, I don’t think I’m superior
to others.
Cultist Suggested Characteristics
Look, I was once an ordinary fellow like you. But during The tattoo means I was a member of the Six-Fingered
the Shrieking Plague, I found a source of power I’d never Hand. You’ll notice I said “was” a member.
imagined. Or perhaps it found me. Cultists may be obsessed with the being they follow or may
You are part of a cult that follows some ancient power, be fearful of it. Some of them are solitary and tend not to
monstrosity, or other powerful being appropriate to your blend with the common folk, while others are erudite
world. Perhaps you were born into it because your parents scholars who love to talk.
were also members of the cult, or you joined it later for one
reason or another. Maybe it was merely a lust for power d6 Personality Trait
and money, or you were looking for a group that could 1 Nightmares of what I have experienced in rites haunt
make you feel part of something greater.
Skill Proficiencies: Arcana, Religion me regularly.
Tool Proficiencies: Torturer’s kit 2 I see dark omens, even in typical daily activities.
Languages: One of your choice from Infernal, Abyssal or 3 I tend to believe that every person also has a secret
Deep Speech
Equipment: Traveler’s clothes, a token that is your cult’s life unknown to others.
identification sign, a ritual dagger, a small ritual book about 4 I expect to be murdered by my cult when they don’t
your cult, a pouch with 25 gp
need me anymore.
Feature: Your Cult Walks With You 5 I feel guilty for my acts, and I seek atonement
Your affiliation with the cult makes it easy to recognize through physical suffering.
other cult members or even those affiliated to other cults. 6 I indulge in gambling or drinking to forget what I’ve
You can find shelter among the members of your cult, and
you can ask for their aid. However, the cult can also ask you done.
to do favors for it.
d6 Ideal
22 CHAPTER 4 | NEW BACKGROUNDS 1 Selfish. I’ve seen real power, and I want it! (Evil)
2 Repentant. I’ve committed many heinous crimes, but
I want to change, and I want to atone. (Good)
3 Anarchist. The world is doomed, and I must take the
best part of it. (Chaotic)
4 Righteousness. I saw what evil really is, and I must
stand against it. (Good)
5 Faith. One day the power I revere will come to
redeem the world. (Lawful)
6 Fatalistic. We are naught but pawns in the hands of
higher powers. (Neutral)
d6 Bond
1 My relatives are part of the cult too.
2 I carry one of the relics of the cult with me, and I
cannot part with it.
3 Once, I had to sacrifice a close friend of mine, and I
still feel great regret about it.
4 My membership in the cult is a close secret, and I
don’t talk about it with anyone.
5 I discovered a terrible secret about the dark power of
my cult, and if I reveal it, the cult leaders will
undoubtedly kill me.
6 I don’t like to take orders from people that are not
my cult leaders.
d6 Flaw
1 Sometimes I act irrationally, following random urges
and performing strange acts.
2 I always try to recruit new members for my cult.
3 I’ve become addicted to drugs at the cult, and I’d do
anything for a dose of that drug.
4 I’m deeply attracted to powerful beings and their
dark powers, and I’d willingly make deals with them.
5 I killed too many people in my life, and now I’m
reluctant to do it again, even for self-defense.
6 Sometimes I enter a trance and experience
hallucinations.
Appendix A: Rites to Contact Your
Patron
This appendix provides options for contacting
a patron in your campaign. Contacting Your Patron
Action or Ritual Contacting a patron requires time and money. Even then,
The rules for action or ritual are most suitable when your there’s no guarantee your patron will answer your call.
patron is open to communicating with you.
Resources. Typically, you must collect items that are
Action alluring to your patron. Researching and buying them costs
100 gp and takes a week. Spending more time and money
As an action, you can seek contact with your patron, asking increases your chance of contacting your patron.
for counsel. Make a DC 15 Charisma check. On a
successful roll, your patron will answer you within 1 Resolution. After one week, make a Charisma check
minute, using one of the methods presented in Chapter 1, with a +1 bonus per additional 100 gp and week spent
according to the patron’s behavior and mood. Add 5 to the beyond the initial cost, to a maximum of +6. Determine
DC for each further time that you try to contact your patron how quickly your patron responds by using the Finding
before you finish a long rest. Mediums: Outcomes table below:
Ritual Check Total Finding Mediums: Outcomes
1-10 Your patron refuses to answer you.
You take 10 minutes to prepare a rite to contact your
patron. Make a DC 15 Charisma check. On a successful 11-15 Your patron has no time to answer your
roll, your patron will answer you within 1 minute, using one call but sends you a messenger that
of the methods presented in Chapter 1, according to its 16-20 arrives within 24 hours.
behavior and mood. Once you have completed the ritual, 20+ Your patron appears to you within 24
you must finish a long rest before you can try the ritual hours, answering your questions.
again. Your patron appears to you within 1 hour,
answering your questions. They are
Failure happy to hear from you—you gain
inspiration.
On a failed roll, your patron is annoyed and sends a
warning to show its disappointment. The table below gives Complications. There are many risks associated with
you some examples of warnings. looking for a medium. You might attract the attention of
local authorities or churches, and your research might be
associated with those of dark cults, which are usually
forbidden. Also, those dark cults might be interested in
your activities and look to find and recruit you. Finally, your
patron might become annoyed by your call and punish you.
Patron's Warnings Every week spent trying to contact your patron brings a
10% chance of a complication, which can be resolved using
d6 Warning the Contacting the Patron: Complications table below.
1 Your patron sends a psychic charge to your brain.
d8 Contacting Your Patron: Complications
You take 5 (1d10) psychic damage. 1 You anger your patron. For the next 24 hours, any
2 Your patron sends a magical or natural sign to show
spell that damages a target does the minimum
their displeasure. possible damage.
3 Your patron simply refuses to answer your call. 2 Law enforcers question you about your research and
4 Your patron tells you that they’re busy and doesn’t may try to arrest you.
3 A messenger from your patron gives you a quest*.
want to be disturbed for now. 4 A local church sends its agents to arrest you.
5 Your call angers your patron. You lose a spell slot. If 5 A dark cult of another powerful being offers you
membership.
you have consumed all of them already, after your 6 A wizard seeks you out to learn more about your
next rest you can’t recover one of your slots until patron.
you rest again.
6 Your patron is irritated by your call. They give a false
answer to one of your questions.
Downtime 7 Cultists of another being hunt you*.
You can decide that, in your campaign, contacting a patron 8 A crime ring targets you for extortion.
is best suited for a downtime activity. The following,
presented according to the revised rules in Xanathar’s *Might involve a rival
Guide to Everything, provides downtime rules for locating
information or items.
APPENDIX A 23
Appendix B: New Monsters
This section presents new monsters. Though
usually used by patrons as messengers,
spies, or servants, you can freely add these
monsters to your campaign world in other
capacities.
Elder-touched
Did you see the light? The bright, white light of old? Did
you feel the radiant purity that lies beyond the utter
darkness? I’ve seen it! I’ve felt it! And I’m back to tell you of
that experience...
― A preacher in the streets of Baldur’s Gate, 1492 DR
Even if they haven’t a warlock’s powers, elder-touched are
creatures that have somehow witnessed the alien features
of the Far Realm and have been twisted by that experience.
Crazy Preachers. Usually, elder-touched continually talk
about what happened to them and try to describe what they
remember about their experience.
Unlikely Envoys. Sometimes, an alien creature can use
them as a vessel to spread fear or doubt among the
common folk, or, rarely, to deliver a message to some
specific person.
Elder-touched
Medium or Small humanoid (any), any alignment
Armor Class 10
Hit Points 18 (4d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 8 (-1) 14 (+2)
Skills Persuasion +4
Senses passive Perception 9
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Innate Spellcasting. The spellcasting ability of an
elder-touched is Charisma (spell save DC 12).
The elder-touched can innately cast the following
spells, requiring only verbal components:
1\day: friends, infestation+, prestidigitation,
thunderclap+
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 3 (1d6) bludgeoning
damage.
+Xanathar’s Guide to Everything
24 APPENDIX B
Elemental Lord Adept Air Elemental Lord
Adept
Adepts of the Elemental Lord gain their powers through a
magical pact forged with lords of the Elemental Planes. Medium humanoid (any race), any alignment
These creatures often associate with elementals or cultists
devoted to these entities. Four are presented here, one for Armor Class 13
each of the primary elements. Hit Points 78 (12d8+24)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 18 (+4)
Skills Arcana +4, Perception +4
Saving Throws Wis +4, Cha +7
Senses passive Perception 14
Languages Common, Auran
Challenge 5 (1,800 XP)
Elemental Boost (Recharges after a Short or Long
Rest). When the adept causes damage with a spell
of 1st level or higher, it adds 1d6 +12 thunder
damage.
Spellcasting. The adept is a 12th level spellcaster.
Its spellcasting ability is Charisma (spell save DC
15, +7 to hit with spell attacks). It regains its
expended spell slots when it finishes a short or
long rest. It knows the following spells:
Cantrips (at will): eldritch blast, lightning lure**,
minor illusion, thunderclap+
1st-5th level (three 5th level spell slots): blink,
dissonant whispers, dust devil+, far step+, fly,
gaseous form, jump, mirror image, steel wind
strike+, storm sphere+, wind wall
Actions
Elemental Aura (1\day). The adept summons a 10-
foot-radius sphere of strong winds, centered on
it, that lasts for 1 minute or until dismissed.
When a creature enters the sphere, it must roll a
DC 15 Strength saving throw. On a failed save,
that creature cannot enter the sphere until the
start of its next turn. Ranged weapon attacks
against the adept automatically miss. It can
dismiss the sphere at will.
Dart. Ranged Weapon Attack: +6 to hit, range
20/60 ft., one target. Hit: 5 (1d4+3) piercing
damage.
**Sword Coast Adventurer’s Guide
+Xanathar’s Guide to Everything
Earth Elemental Lord Fire Elemental Lord
Adept Adept
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 12 Armor Class 12
Hit Points 90 (12d8+36) Hit Points 90 (12d8+36)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (0) 10 (0) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (0) 10 (0) 18 (+4)
Skills Arcana +3, Athletics +5 Skills Arcana +3, Deception +7
Saving Throws Wis +3, Cha +7 Saving Throws Wis +3, Cha +7
Senses passive Perception 10 Senses passive Perception 10
Languages Common, Terran Languages Common, Ignan
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Elemental Boost (Recharges after a Short or Long Elemental Boost (Recharges after a Short or Long
Rest). When the adept causes damage with a spell Rest). When the adept causes damage with a spell
of 1st level or higher, it adds 1d6 +12 of 1st level or higher, it adds 1d6 +12 fire
bludgeoning damage. damage.
Spellcasting. The adept is a 12th level spellcaster. Spellcasting. The adept is a 12th level spellcaster.
Its spellcasting ability is Charisma (spell save DC Its spellcasting ability is Charisma (spell save DC
15, +7 to hit with spell attacks). It regains its 15, +7 to hit with spell attacks). It regains its
expended spell slots when it finishes a short or expended spell slots when it finishes a short or
long rest. It knows the following spells: long rest. It knows the following spells:
Cantrips (at will): eldritch blast, mage hand, magic Cantrips (at will): create bonfire+, eldritch blast,
stone+, minor illusion green-flame blade**, minor illusion
1st-5th level (three 5th level spell slots): armor of 1st-5th level (three 5th level spell slots): burning
Agathys, barkskin, earthbind+, erupting earth+, hands, continual flame, fireball, fire shield, flame
grease, hold monster, Maximillian’s earthen arrows+, flame strike, flaming sphere, hellish
grasp+, stone shape, stoneskin, wall of sand+, rebuke, immolation+, suggestion, wall of fire
wall of stone
Actions
Actions
Elemental Aura (1\day). Flames erupt from the
Elemental Aura (1\day). The adept’s skin becomes adept’s body for 1 minute. A creature that ends
hard as stone for 1 minute or until dismissed. The its turn within 5 feet of the adept must roll a DC
adept is immune to poison damage and gains 15 Constitution saving throw. On a failed save,
resistance to all nonmagical damage. The adept that creature takes 2d6 fire damage or half as
can end the effect at will. much damage on a successful one. The adept
Mace. Melee Weapon Attack: +5 to hit, reach 5 becomes immune to fire damage. The adept can
ft., one target. Hit: 5 (1d6+2) bludgeoning end the effect at will.
damage Dagger. Melee or Ranged Weapon Attack: +5 to
+Xanathar’s Guide to Everything hit, reach 5 ft. or range 20/60 ft., one target. Hit:
4 (1d4+2) piercing damage.
**Sword Coast Adventurer’s Guide
+Xanathar’s Guide to Everything
Water Elemental Lord to hit with spell attacks). It regains its expended spell
Adept slots when it finishes a short or long rest. It knows
the following spells:
Medium humanoid (any race), any alignment Cantrips (at will): chill touch, eldritch blast, mage
Armor Class 12 hand, minor illusion
Hit Points 90 (12d8+36) 1st-5th level (three 5th level spell slots): blink, cause
Speed 30 ft. fear, cone of cold, hex, ice knife+, ice storm,
maelstrom+, pass without trace, Snilloc’s snowball
STR DEX CON INT WIS CHA storm+, tidal wave+, wall of water+, watery sphere+
13 (+1) 16 (+3) 16 (+3) 10 (0) 12 (+1) 18 (+4)
Actions
Skills Arcana +3, Religion +3
Saving Throws Wis +4, Cha +7 Elemental Aura (1\day). The adept summons a 15-
Senses passive Perception 11 foot-radius sphere of water, centered on it, for 1
Languages Common, Aquan minute. The adept can breathe normally inside the
Challenge 5 (1,800 XP) sphere. A creature that enters the sphere must hold
Elemental Boost (Recharges after a Short or Long Rest). its breath as long as it remains in the sphere if it
When the adept causes damage with a spell of 1st can’t breathe underwater. Weapon attacks against
level or higher, it adds 1d6 +12 cold damage. the adept have disadvantage, and the adept gains
Spellcasting. The adept is a 12th level spellcaster. Its resistance to all nonmagical damage. The adept can
spellcasting ability is Charisma (spell save DC 15, +7 dismiss the sphere earlier at will.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4+3) piercing damage.
+Xanathar’s Guide to Everything
APPENDIX B 27
Ghastly Warlock
Ghastly warlocks are undead that were able to make a pact
with a patron to wield arcane powers.
Messengers and Spies. Ghastly warlocks are usually
assigned to duties of reconnaissance or communications,
spreading the will of their patron and bringing back reports
to it.
Undead Nature. A ghastly warlock doesn’t require air,
food, drink, or sleep.
Ghastly Warlock
Medium undead, any evil
Armor Class 13
Hit Points 90 (12d8+36)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 16 (+3) 16 (+3) 10 (0) 13 (+1) 18 (+4)
Saving Throws Dex +5, Cha +6
Skills Arcana +2, Deception +6, Perception +3,
Stealth +5
Damage Resistances cold, necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 90 ft, passive Perception 13
Languages Common, plus any other language it
knew in life
Challenge 3 (700 XP)
Agonizing Blast. When the ghastly warlock casts
the eldritch blast cantrip, it adds its Charisma
bonus to the damage.
Spellcasting. The ghastly warlock is a 6th level
spellcaster. Its spellcasting ability is Charisma
(spell save DC 14, +6 to hit with spell attacks). It
regains its expended slots when it finishes a
short or long rest. It knows the following warlock
spells.
Cantrip (at will): chill touch, eldritch blast, friends
1st-3rd level (two 3rd level slots): blink, blur,
faerie fire, fireball, gaseous form, hex, scorching
ray
Actions
Withering Touch. Melee Spell Attack: +6 to hit,
reach 5 ft., one creature. Hit: 1d6+6 necrotic
damage.
28 APPENDIX B
Infernal Champion Infernal Champion
Infernal champions? I once fought against one of them. The Medium fiend, lawful evil
most difficult thing was not overcoming its martial skills or
finding a breach through its armor, but realizing it was an Armor Class 20 (plate mail + shield)
old friend of mine that died many years ago... Hit Points 104 (11d8+55)
― Durnan, Owner of the Yawning Portal Inn in Waterdeep Speed 30 ft.
Infernal champions were once mortals that were tricked by STR DEX CON INT WIS CHA
devils into signing a hellish contract, usually just before a 20 (+5) 12 (+1) 20 (+5) 10 (0) 10 (0) 13 (+1)
battle started, or even on the battlefield when they were at
death’s door. Skills Athletics +9, Intimidation +5
Saving Throws Str +9, Con +9
Bounded Service. When they die, the contract with the Damage Resistances cold; bludgeoning, piercing,
fiend takes effect, and they become infernal champions in
the eternal service of devils of some rank. and slashing from nonmagical weapons that
aren’t silvered
Memories. The fiendish contract strengthens their Damage Immunities fire, poison
martial ability and physical skills. However, an infernal Condition Immunities exhaustion, poisoned
champion can still remember their previous lives perfectly, Senses darkvision 120 ft., passive Perception 10
and the moment when they signed the contract tortures Languages Infernal plus the languages it knew in
them endlessly. life
Challenge 10 (5,900 XP)
Brave. The infernal champion has advantage on
saving throws against being frightened.
Devil’s Sight. Magical darkness doesn’t impede
the infernal champion’s darkvision.
Hellish Weapons. The infernal champion’s weapon
attacks are magical and deal an extra 14 (4d6)
fire damage on a hit (included in the attacks).
Magic Resistance. The infernal champion has
advantage on saving throws against spells and
magical effects.
Actions
Multiattack. The infernal champion makes three
melee attacks.
Longsword. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 9 (1d8+5) slashing
damage plus 14 (4d6) fire damage.
Reactions
Fiery Parry. The Infernal champion adds 3 to its
AC against one melee attack that would hit it; to
do so, the infernal champion must see the
attacker and be wielding a melee weapon. The
attacker takes 14 (4d6) damage if the attack then
misses, or half as much damage if the attack still
hits.
APPENDIX B 29
Leprechaun
Sandra’s seen a leprechaun,
Eddie touched a troll,
Laurie danced with witches once,
Charlie found some goblins’ gold.
Donald heard a mermaid sing,
Susy spied an elf,
But all the magic I have known
I've had to make myself.
― Shel Silverstein, the poem Magic, from Where the
Sidewalk Ends
Leprechauns are tiny, mischievous fey creatures
who love jokes, magic, and treasure.
Small People. Leprechauns are very small, standing
around 2 inches on average.
Strong Magic. Though small, they are a highly magical
race, with many magical abilities. They are fascinated by
magic items.
Prank-lovers. Leprechauns love to make jokes and play
pranks on others, and they tend to steal gems or magic
items they deem precious.
Leprechaun Innate Spellcasting. The leprechaun’s innate
spellcasting ability is Charisma (spell save DC 12). It
Tiny fey, true neutral can innately cast the following spells, requiring no
Armor Class 12 material components:
Hit Points 20 (8d4) At will: druidcraft, mage hand, minor illusion, pass
Speed 30 ft. without trace, prestidigitation, produce flame,
thaumaturgy, vicious mockery
STR DEX CON INT WIS CHA 3\day: invisibility
6 (-2) 14 (+2) 10 (0) 16 (+3) 12 (+1) 18 (+4) Keen Hearing. The leprechaun has advantage on any
Skills Perception +3, Sleight of Hand +6 Wisdom (Perception) check that relies on hearing.
Saving Throws Charisma +6 Magic Weapons. The leprechaun's weapon attacks are
Senses darkvision 60 ft., passive perception 13 magical.
Languages Common, Sylvan Nimble Escape. The leprechaun can take the
Challenge 1\4 (50 XP) Disengage or Hide action as a bonus action on each
Fey Ancestry. The leprechaun has advantage on saving of its turns.
throws against being charmed, and magic can’t put it
to sleep. Actions
Handaxe. Melee or Ranged Weapon Attack: + 4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6+2) slashing damage
30 APPENDIX B
Master of Daggers
The lovely grace she had while dancing with daggers was
nothing in comparison to how dangerous she was...
― From Seven Years as a Sellsword by Arthfael Avan, the
Wolf-Prince
Masters of daggers have been granted an otherworldly
ability with daggers by a hexblade patron.
Master of Daggers
Medium humanoid (any), any alignment
Armor Class 17 (studded leather)
Hit Points 91 (14d8+28)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 20 (+5) 14 (+2) 10 (0) 13 (+1) 16 (+3)
Saving Throws Dex +8
Skills Acrobatics +8, Deception +6, Perception
+4, Sleight of Hand +8, Stealth +8
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)
Bullseye. As a bonus action, the master of daggers
can add 10 to its next ranged attack roll with a
dagger on its turn.
Innate Spellcasting. The master of daggers’
spellcasting ability is Charisma (spell save DC
14). The master of daggers can innately cast the
following spells, requiring only verbal
components:
At will: true strike
3\day: hex
Sneak Attack (1\turn). The master of daggers can
deal an extra 5d6 damage to one creature that it
hits with an attack if it has advantage on the
attack roll with a dagger. It doesn’t need
advantage if another enemy of the target is within
5 feet of it, that enemy isn’t incapacitated, and it
doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The master of daggers makes four
dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to
hit, reach 5 ft or range 20/60 ft., one target. Hit:
7 (1d4+5) piercing damage.
APPENDIX B 31
Shadowguard Shadowguard
Shadowguards are minions that died or were sacrificed Medium undead, neutral evil
and now continue to serve the lich in undeath. They
originally appeared in our Acererak’s Guide to Lichdom Armor Class 17 (natural armor)
(https://www.dmsguild.com/product/293989). Hit Points 112 (15d8 + 45)
Speed 40 ft.
Rise from Sacrifice. Those sacrificed by the lich or its
bleak necromancers find no peace in death and come back STR DEX CON INT WIS CHA
to serve their master for eternity. 10 (0) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (0)
Not only Humanoids. Even goblinoid servants or other Skills Perception +8, Stealth +7 (+9 in dim light
monsters can become shadowguards. or darkness)
Shadow Spirits. Shadowguards are incorporeal undead Saving Throws Dex +7
with bodies made from material taken from the Shadowfell. Damage Vulnerabilities radiant
Each shadowguard resembles the shape of its original Damage Resistances acid, cold, fire, lightning,
mortal body.
thunder; bludgeoning, piercing, and slashing
Master Guardians. Shadowguards serve their master from nonmagical weapons
by guarding its lair against infiltrators and are often found Damage Immunities necrotic, poison
leading shadows. They are skillful and attentive guardians, Condition Immunities exhaustion, frightened,
and can easily surprise unwary intruders. grappled, paralyzed, petrified, poisoned, prone,
restrained
Undead Nature. A shadowguard doesn’t require air, Senses darkvision 60 ft., passive Perception 18
food, drink, or sleep. Languages Common, plus any two other
languages
32 APPENDIX B Challenge 8 (3,900 XP)
Amorphous. The shadowguard can move through
a space as narrow as 1 inch wide without
squeezing.
Isolation’s Chill. When a shadowguard damages a
target with its shadowblade attack, the target
takes an additional 4 (1d8) cold damage if the
target does not have an ally within 5 feet of it.
Shadow Stealth. While in dim light or darkness,
the shadowguard can take the Hide action as a
bonus action.
Sunlight Weakness. While in sunlight, the
shadowguard has disadvantage on attack rolls,
ability checks, and saving throws.
Actions
Multiattack. The shadowguard makes two
shadowblade attacks.
Shadowblade. Melee Weapon Attack: +7 to hit,
reach 5 ft., one creature. Hit: 13 (2d8 + 4)
necrotic damage, and the target’s Strength score
is reduced by 1d4. Any creature that is damaged
by the shadowblade must make a DC 15
Constitution saving throw or gain the restrained
condition until the end of its next turn. The target
dies if its Strength is reduced to 0. Otherwise,
the reduction lasts until the target finishes a long
rest. If a creature dies from this attack, a new
shadow allied to the shadowguard rises from the
corpse 1 hour later.
Valkyrie Valkyrie
Helmeted valkyries came down from the sky —the noise of Medium celestial, lawful neutral
spears grew loud—they protected the prince; then said
Sigrun—the wound-giving valkyries flew, the troll-woman's Armor Class 18 (studded leather, shield)
mount was feasting on the fodder of ravens. Hit Points 102 (12d8+48)
― Helgakviða Hundingsbana I Speed 30 ft., fly 60 ft.
Valkyries are female warriors that usually act as servants of STR DEX CON INT WIS CHA
higher powers. Often, they appear on a battlefield, escorting 18 (+4) 18 (+4) 18 (+4) 10 (0) 13 (+1) 16 (+3)
the battle-dead to the afterlife.
Skills Insight +7, Perception +7
Skillful Warriors. Valkyries are outstanding warriors, Saving Throws Str +7, Con +7
experienced both with ranged and melee weapons. Damage Resistances radiant; bludgeoning,
Among the Mortals. Valkyries also appear as lovers of piercing, and slashing from nonmagical
heroes and other mortals, where they are sometimes weapons
described as the daughters of royalty, sometimes Condition Immunities charmed, exhaustion,
accompanied by ravens, and sometimes connected to frightened
swans or horses. Senses darkvision 90 ft., passive Perception 17
Languages Common, Celestial
Psychopomps. Valkyries escort the dead warriors to the Challenge 8 (3,900 XP)
afterlife; many cultures believe they also choose who will
survive and who will die in a battle. Angelic Weapons. The valkyrie’s weapon attacks
are magical.
Innate Spellcasting. The valkyrie’s spellcasting
ability is Charisma (spell save DC 18). The
valkyrie can innately cast the following spells,
requiring only verbal components:
At will: speak with dead
3\day: branding smite
1\day: animate dead
Magic Resistance. The valkyrie has advantage on
saving throws against spells and magical effects.
Actions
Multiattack. The valkyrie makes three melee
attacks.
Longsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d8+4) slashing
damage.
Javelin. Ranged Weapon Attack: +7 to hit, range
30/120 ft., one target. Hit: 7 (1d6+4) piercing
damage.
Reactions
Angelic Parry (3\day). When the valkyrie is hit by a
melee attack, it can use a reaction to be encircled
by a radiant aura that increases its AC by 3. If, as a
result, the attack misses, the attacker must make
a DC 18 Wisdom saving throw. On a failed save,
the attacker is frightened until the end of its next
turn and takes 2d8 radiant damage.
APPENDIX B 33