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Assorted Warlock Otherworldly Patrons _ GM Binder

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Published by goroiamanuci, 2023-05-11 04:37:52

Assorted Warlock Otherworldly Patrons _ GM Binder

Assorted Warlock Otherworldly Patrons _ GM Binder

Assorted Warlock Otherw lock Otherworldly Patrons Homebrew Material This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever ([email protected]). At 1st level, a warlock chooses the Otherworldly Patron feature. Here are some homebrew option for that feature: The Darkstalker, the World Tree, and the Wyrm. The Darkstalker Your patron is a powerful, vampiric entity commonly known as the Darkstalker. Ancient and nigh-immortal, the Darkstalker is as sophisticated as they are brutal, and by serving them as your otherworldly sponsor, you are granted a fragment of their dark, unclean might. By successfully bargaining (or bribing, or even begging) your way to the contract, you managed to evade suffering the same fate of those poor souls who have been turned into your patron's mindless, lifeless thralls. Beware, though, for your bloodthirsty client will go for your throat... As an optional way to add more flavor to your character, you can pick from or roll on the following table of quirks associated with warlocks of the Darkstalker. Table: Darkstalker Quirks d6 Quirk 1 You feel inexplicably comfortable when lying down in a tight space. 2 You have a sharp, prolonged pair of fangs, which is easily noticeable when you grin. 3 You feel extremely awkward when exposed to sunlight. It doesn't hurt you, but it just feels wrong. 4 You cannot help yourself speaking in overly dramatic manners, complete with exaggerative gestures. 5 You prefer your meat rare. Or uncooked and bloody raw, if available. 6 You can spend an entire night counting seeds and grains. Actually, you just can't stop counting them. Darkstalker Expanded Spells The Darkstalker 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. Spell Level Spell 1st inflict wounds, sleep 2nd blindness/deafness, silence 3rd feign death, nondetection 4th death ward, locate creature 5th cloudkill, dominate person Agent of the Night Starting at 1st level when you choose this patron, whenever you start your turn in darkness, you gain temporary hit points equal to your Charisma modifier + half your warlock level (rounded up, minimum of 1). You lose any temporary hit points gained this way when you are exposed to bright light. Umbral Shift Beginning at 6th level, as a bonus action or as a reaction when you would take damage, you can teleport into an unoccupied space in darkness you can see within 30 feet of you. You cannot use this feature while you are exposed to bright light. When you use this feature when you take damage, you gain resistance against the triggering damage, unless the damage is force, radiant, or psychic. Once you use this feature, you must finish a short rest or long rest before you can do so again. Facsimile of Immortality Starting at 10th level, you pick up some of your patron's unholy longevity. You become immune to diseases, and you cannot be magically put to sleep. Additionally, when you start your turn with 0 hit points, you are automatically stabilized if you have at least 1 temporary hit points and are not exposed to bright light. Bloodwalk When you reach 14th level, you can use an action to touch a beast, humanoid or monstrosity and magically step into its bloodstream, melding yourself and all the equipment you carry with it. If the creature is unwilling, it must succeed on a Dexterity saving throw against your warlock spell save DC to resist this effect. You can stay melded into a creature up to 1 hour or until your concentration is broken (as if concentrating on a spell). You can also end this feature early as an action on your turn. While melded into the creature, you can perceive through the senses of the creature you are melded in. If the creature possesses any special senses, you also benefit from them as long as you are melded into it. You cannot speak or otherwise interfere with the melded creature's actions, and you cannot cast spells. When this feature ends, you burst out of the creature's bloodstream, reappearing in an unoccupied space closest to the creature. When you burst out of the creature, you can force it to make a Constitution saving throw against your warlock spell save DC. If you do so, it takes 5d6 bludgeoning damage and 5d6 necrotic damage on a failed save. 1


Minor physical damage to the melded creature does not harm you, but when the creature would suffer a damage that reduces it to 0 hit points, this feature automatically ends and you are expelled from its body. When you are expelled this way, you take 70 bludgeoning damage and fall prone upon reappearing. Once you use this feature, you must finish a long rest before you can use it again. The World Tree Your patron is an ancient, magical plant that transcends the concept of time, space, and existence. More often that not, your patron has lived longer than a civilization or two, and probably have existed before a continent has cooled down from its primal heat. Depending on the multiverse, your patron have existed before some of the planes of existence have ever existed. World Tree Expanded Spells The World Tree 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. Spell Level Spells 1st entangle, erupting earth 2nd Maximilian's earthen grasp, spike growth 3rd erupting earth, plant growth 4th grasping vine, locate creature 5th tree stride, wrath of nature Fertile Feet When you choose this patron at 1st level, your patron's influence follows your path, if a bit literally. As long as you are conscious and standing on solid ground, the area within 5 feet of you becomes overgrown, spontaneously sprouting with flowers, molds, and other small plants to cover the area. The area moves with you, and any plants grown with this feature magically wilt away when you move out of its area. When a hostile creature first enters the overgrown area or start its turn there, it must make a Strength saving throw against your warlock spell save DC. On a failed save, the creature falls prone, and its walking speed is reduced by 15 feet until the end of the turn. On a successful save, the creature becomes immune to this effect for the next 24 hours. Frenzy Plant Starting at 6th level, when you see a creature within 30 feet of you making an attack or casting a spell, you can use your reaction to conjure vines that interrupts its action. If the triggering creature was making an attack, it suffers disadvantage on the attack roll, and if it was making a ranged attack, the attack's normal range and long range is halved. If the triggering creature was casting a spell, it must first make a saving throw against your warlock spell save DC, using its spellcasting ability. On a failed save, the creature's spell fails and has no effects. Once you use this feature, you must finish a short rest or long rest before you can use it again. Verdant Presence When you reach 10th level, your patron's influence on your surrounding heightens. The area of overgrown area from your Fertile Feet feature increases to 15 feet. Additionally, as long as you are conscious and standing on solid ground, nonmagical difficult terrain does not slow you down, and you gain a +2 bonus on all saving throws that does not add your proficiency bonus. Furious Overgrowth At 14th level, you can channel your patron's overwhelming vitality to yourself to cause a sudden metamorphosis. As an action, you can transform into a shambling mound for 1 minute. you can revert to your normal form earlier as a bonus action on your turn. You automatically revert if you drop to 0 hit points or die. While you are transformed with this feature, the following rules apply: Your game statistics are replaced by the statistics of the shambling mound, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the shambling mound. When you transform, you assume the shambling mound's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You cannot speak or cast spells while transformed into a shambling mound. However, transforming does not break your concentration of a spell you have already cast or prevent you from taking actions that are part of a spell. You retain the benefits of any features from your class, race, or other source, including your invocations, and can use them if you are physically capable of doing so as a shambling mound. However, you cannot use any of your special senses unless the shambling mound also has that sense. Your equipment merges into your new form when you transform. Your equipment has no effect until you revert to your normal form. Your slam attack counts as magical for the purpose of overcoming resistance and immunity against nonmagical weapons and attacks. When you grapple or engulf a creature in the transformed, you use your warlock spell save DC instead of what is shown in the shambling mound's stat block. Once you use this feature, you must finish a long rest before you can use it again. The Wyrm Your patron is a wyrm, an exceptionally ancient and powerful dragon. Although technically a mortal creature, the wyrm has the capability of channeling and manifesting power enough to bestow upon other creatures, in exchange of their service. 2


Warlocks who make a pact with the wyrms are scarce, but it is safe to say that every single one of them are devoted servants to their patrons, often entitled for a grand quest for their favor. Variant: Bahamut or Tiamat At the DM's discretion, a warlock who choose the Wyrm patron can choose either of the two dragon gods as their patron: Bahamut, the patron of all metallic dragons, the god of justice and nobility; or Tiamat, the matriarch to all chromatic dragons, the goddess of wealth, greed, and vengeance. Wyrm Expanded Spells The wyrm 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. Spell Level Spell 1st absorb elements, command 2nd dragon's breath, warding wind 3rd protection from energy, stinking cloud 4th dominate beast, storm sphere 5th cloudkill, dominate person Draconic Afffinity When you choose this patron at 1st level, you choose one type of dragon as your patron. Your Eldritch Breath feature is determined by the dragon type, as shown in the table below. The damage type of your Eldritch Breath associated with each dragon is used by other features you gain later. Dragon Damage Type Eldritch Breath Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft. line (Dex. save) Copper Acid 5 by 30 ft. line (Dex. save) Gold Fire 15 ft. cone (Dex. save) Green Poison 15 ft. cone (Con. save) Red Fire 15 ft. cone (Dex. save) Silver Cold 15 ft. cone (Con. save) White Cold 15 ft. cone (Con. save) You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. Eldritch Breath Also starting at 1st level, you can use an action to emulate the dragon's breath weapon with your magic. Your Draconic Affinity determines the size, shape, and damage type of your Eldritch Breath. When you use your Eldritch Breath, each creature in the area of effect must make a saving throw against your warlock spell save DC, the type of which is determined by your Draconic Affinity. On a failed save, a creature takes damage equals 3d6 + your warlock level + your Charisma modifier (minimum of 1). On a successful save, the creature takes half as much damage. You can use your Eldritch Breath twice, and regain all expended uses when you finish a short rest or long rest. Draconic Drift Starting at 6th level, you can emulate your patron's wings for a limited ability of flight. When you use your Eldritch Breath or cast a warlock spell of 1st level or higher, you can sprout a pair of spectral dragon wings from your back. The color of your wings is identical to your patron's color. The spectral wings last until you dismiss it on your turn (no action required). While you have your wings, your jump distance is doubled, and when you would fall, you descend slowly and land on your feet, without taking damage. You cannot fly with your wings, unless you gain a flying speed with other means. Draconic Resilience Starting at 10th level, you gain resistance to the damage type associated with your Draconic Affinity. Additionally, when you roll a 1 on a saving throw, you can choose to re-roll it. If you do so, you must use the new roll, even if the new roll is a 1. Herald of the Wyrm When you reach 14th level, you gain the following benefits: Superior Eldritch Breath. The size of your Eldritch Breath is improved. If your Eldritch Breath's shape is line, its length is increased by 30 feet. If your Eldritch Breath's shape is cone, its size is increased by 15 feet. Draconic Flight. When you use your Draconic Drift feature, you can choose to gain flying speed equal to your walking speed for 10 minutes or until you dismiss your spectral wings. Once you use this feature, you must finish a long rest before you can use it again. 3


Optional: Alternative Eldritch Breath Options At the DM's discretion, a warlock who choose one of the metallic dragons (brass, bronze, copper, gold, silver) as the Wyrm patron can replace the Eldritch Breath option with the following, according to the dragon type. Dragon Eldritch Breath Brass Sleep Breath (15 ft.cone, Con. save) Bronze Repulsion Breath (15 ft. cone, Str. save) Copper Slowing Breath (15 ft. cone, Con. save) Gold Weakening Breath (15 ft. cone, Str. save) Silver Paralyzing Breath (15 ft. cone, Con. save) Brass: Sleep Breath. On a failed save, the creature falls unconscious until the end of your next turn. The effect ends early if it takes damage or another creature uses an action to wake it. Bronze: Repulsion Breath. On a failed save, the creature is pushed up to 15 feet away from you if its size is no larger than Large, and knocked prone. Copper: Slowing Breath. On a failed save, the creature cannot use reaction, and its speed is halved until the end of its next turn. At the start of its next turn, the creature must make another saving throw. On a failed save, it can use either an action or a bonus action for that turn, but not both. Gold: Weakening Breath. On a failed save, the creature has disadvantage on all ability checks, attack rolls, and saving throws using Strength until the end of your next turn. Silver: Paralyzing Breath. On a failed save, the creature becomes paralyzed until the end of your next turn. Assorted Warlock Eldritch Invocations Staring at 2nd level, a warlock chooses the invocations from the Eldritch Invocation feature. Here are some homebrew option for that feature. Call of the Beast Prerequisite: Pact of the Chain feature You can cast speak with animals at will, without expending a spell slot. Cavalry with the Brimstone Hooves Prerequisite: 15th level, Pact of the Chain feature You can cast phantom steed once, without expending a spell slot. You cannot do so again until you finish a long rest. Whenever you cast phantom steed with this invocation, the summoned creature uses the statistics for a nightmare instead of a riding horse. Conductor of the Spectral Tunes Prerequisite: 10th level You can cast animate objects once using a warlock spell slot. You cannot do so again until you finish a long rest. Whenever you animate an object with the animate objects spell you cast with this invocation, it gains the following benefits: Its hit point maximum is increased by an amount equal to your warlock level. It adds your Charisma modifier to its damage rolls (minimum of +1). Its attack counts as magical for the purpose of overcoming resistance and immunity against nonmagical weapons. The Dead Walk Prerequisite: 6th level, Pact of the Tome feature You can cast animate objects once using a warlock spell slot. You cannot do so again until you finish a long rest. Whenever you cast animate dead with this invocation, you and the created undeads gain the following benefits: You can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. The created undead's hit point maximum is increased by an amount equal to your warlock level. The created undead adds your proficiency bonus to its weapon damage rolls. Deceive Magic Item Prerequisite: 13th level, Pact of the Tome feature When you finish a long rest, you can choose one magic item on your person. You ignore all class, race, and level requirements on the use or attunement of the chosen magic item. You must conform all other rules on attuning magic items. You can use this invocation on only one magic item at a time. 4


Hellspawned Grace Prerequisite: 5th level As an action, you can transform into a cat for 1 hour. you can revert to your normal form earlier as a bonus action on your turn. You automatically revert if you drop to 0 hit points or die. While you are transformed with this feature, the following rules apply: Your game statistics are replaced by the statistics of the cat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the cat. When you transform, you assume the cat's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You cannot speak or cast spells while transformed into a cat. However, transforming does not break your concentration of a spell you have already cast or prevent you from taking actions that are part of a spell. You retain the benefits of any features from your class, race, or other source, including your invocations, and can use them if you are physically capable of doing so as a cat. However, you cannot use any of your special senses unless the cat also has that sense. Your equipment merges into your new form when you transform. Your equipment has no effect until you revert to your normal form. While transformed, magical darkness does not impede your darkvision. You are considered both a beast and a fiend for any effect relating to your type while you are transformed into a cat. Once you use this invocation, you cannot use it again until you finish a short rest or long rest. Leaps and Bounds You gain proficiency in the Acrobatics skill, and when you make a running long jump, the distance you can cover increases by a number of feet equal to your Charisma modifier (minimum of a foot). Miasmic Cloud Prerequisite: 6th level You can cast stinking cloud once, without expending a spell slot or material components. You cannot do so again until you finish a long rest. When you cast stinking cloud with this invocation, the conjured cloud is composed of magical essence. You are unaffected by the conjured cloud, and other creatures do not automatically succeed on the saving throw even if they do not need to breathe or have immunity against poison. Painful Slumber of Ages Prerequisite: Pact of the Tome feature You can cast sleep once using a warlock spell slot. You cannot do so again until you finish a long rest. Whenever you cast sleep with this invocation, if an affected creature remains unconscious for the spell's full duration, it takes psychic damage equal to your Charisma modifier + half your warlock (minimum of 1) and becomes frightened of you for the next minute. Ringmaster of the Disquieting Ones Prerequisite: 6th level, Pact of the Chain feature You can cast conjure animals once using a warlock spell slot. You cannot do so again until you finish a long rest. Whenever you summon a beast with the conjure animals spell you cast with this invocation, it gains the following benefits: It adds your Charisma modifier to its damage rolls and Armor Class (minimum of +1). Its attack counts as magical for the purpose of overcoming resistance and immunity against nonmagical weapons. Spiderwalk Prerequisite: 15th level You can cast spider climb on yourself at will, without expending a spell slot or material components. Tenacious Plague Prerequisite: 9th level You can cast insect plague once using a warlock spell slot. You cannot do so again until you finish a long rest. Thrall from the Elemental Chaos Prerequisite: 14th level, Pact of the Chain feature As an action, while your familiar is within 30 feet of you, you can cause it to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. The familiar maintains its elemental shape for 1 minute, after which it reverts to its normal form. The familiar automatically reverts if it drops to 0 hit points. While the familiar is transformed with this invocation, the following rules apply: The familiar's game statistics are replaced by the statistics of the elemental, but it retains its alignment, personality, and Intelligence, Wisdom, and Charisma score. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the elemental. The familiar retains the benefits from your warlock class features, including other invocations. In addition to other benefits, your familiar can attack normally while in the elemental form. When the familiar transforms, it assumes the elemental's hit points and Hit Dice. When it reverts to its normal form, it returns to the number of hit points it had before it transformed. However, if it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage does not reduce the familiar's normal form to 0 hit points, it is not knocked unconscious. Once you use this invocation, you cannot use it again until you finish a long rest. 5


Voidsense Prerequisite: 5th level As an action, you can gain blindsense out to a range of 30 feet for 1 minute. Once you use this invocation, you cannot use it again until you finish a short rest or long rest. Wall of Perilous Flame Prerequisite: 8th level You can cast wall of fire once using a warlock spell slot. You cannot do so again until you finish a long rest. When you cast wall of fire with this invocation, you add your Charisma modifier to the damage you deal with the spell. Credits All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations. The Darkstalker. The namesake is stolen from the videogame of the same name by Capcom. The quirk with counting grains and seeds is actually one of the actual oral traditions on vampires, but I just couldn't resist throwing in Count von Count reference. (Ah, ah, ah.) Bloodlwalk is converted from the class feature of the same name, originally from the Blood Magus prestige class in 3.5rd supplement Complete Arcane. The World Tree. Originally posted as Genius Loci on my Weirdo Whoever Plays D&D article. I won't be lying, most of the features are directly inspired by, of all things, Pokemon. (Look, Gen 3 was revolutionary.) Fertile Feet is a shout-out to the TV Tropes article of the same name, which was also a shout-out to Wintersmith by Terry Pratchett (mayherestsinpeace). The Wyrm. Inspired by D'Artagnan's Dragon Patron in D&D Wiki. Originally posted as Dragon Patron, Variant on D&D Wiki. Eldritch Invocations. Many invocations are based on and converted from invocations from 3.5rd edition supplements Complete Arcane and Complete Mage. Deceive Magic Item is derived from warlock's class feature from Complete Arcane, but its implementation is more like Use Magic Device (UMD) skill back in 3.5rd edition. I acknowledge that animate dead was added as an invocation spell in Tasha's Cauldron of Everything, but let's face it, it's a bit lackluster. Hence I made The Dead Walk, which was an warlock invocation in Complete Arcane, now with more benefits and more restrictions. Ringmaster of the Disquieting Ones is a reference to Herman Fuller's Circus of the Disquieting, a fictional group of interest in SCP Foundation 'verse. Hellspawned Grace is indeed from the 3.5rd supplement Complete Mage, but since I could not find a hellcat in 5thedition bestiary, I had to resort to this old shame of mine.


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