Purple's Warlock Compendium Hello all you fine people, this here is my attempt at making some subclasses for my favourite class: The Warlock. However, there are probably a few things you should know first: First off, this is completely for fun, and while I would love any and all feedback you kind strangers would be willing to give me, nothing in here is meant to be super dupper balanced due to item number two; I have never actually played dungeons and dragons. Yes I know, shocking, but sadly I currently lack both time and resources to embark on table-top questing, so although I have read the basic rules, TPH and some of TDMG, none of the content in this here book has been looked at by someone with experience until now. So if you've made it this far, thanks and have a good read. Art in order: Skiorh, moonfist1, Diana Franco, shizukananeko, Slawomir Maniak, Anna Khudorenko Credits I just want to put this in here as a thanks to Jocat and Slimecicle/the JRWI crew for getting me into DnD. WWW.GMBINDER.COM This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Imprisoned Introduction The Imprisoned is the only one of these I had zero inspiration for from outside sources, I was simply thinking about how cool chains were one night and then boom: warlock with chains! All of the subclasses features are primarily based on combat, though quite a few of them provide buffs as well as damage potential. While the utility side of things is slightly lacking, the chains can be used quite freely and can easily by used to help with prison breaks, dungeons and heists. When it comes to the personality of this subclass, I had two different ideas in mind, the first is that you are your patrons warden and taking their power from them by force, this is a little different from the classic warlock, and gives itself more to the air of a paladin, as instead of completing tasks for your patron you are doing deeds to keep it locked away. The other side of the coin is the more classic warlock, trying to free their patron, however the patron may be a benevolent creature and freeing them would be a good thing. You have made a pact with an Imprisoned entity. A being who has been locked away in an inescapable prison for an eternity and who only wishes for freedom. They may be benevolent or malicious, trapped in another dimension or in an item you hold, and they may have been imprisoned by an being as powerful as themselves or by a group of mortals wielding powerful magic. Whatever their circumstances they have managed to breach their prison just enough to give your the power to free, or avenge them. Warlock Spells The Imprisoned 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 Command, Entangle 2nd Arcane Lock, Rope Trick 3rd Pulse Wave, Slow 4th Edvard's Black Tentacles, Grasping Vine 5th Dominate Person, Wall of Force Chainbound spells At 1st level any spells that you perform that use or summon tentacles, vines or rope uses/summons chains in their place. Any spell that requires tentacles, vines or rope as a component instead requires 20 links of chain. Chains of the Imprisoned At 1st level you can use a bonus action to summon a spectral chain from your body or from the air around you. This chain is magical and can be 5 to 20 feet long, when summoned the chain can be aimed at a creature sized large or smaller within 100 feet and force them to make a dexterity save against your spell DC or become restrained by the chain. If the target is restrained they can make a strength check each turn as an action to break free, if they do the chain is destroyed. The chain is also destroyed if the target succeeds the dexterity save. The chain can also be used as a grappling hook and will wrap around or dig into any surface it is aimed at, doubling your climbing speed and giving other creatures an extra 10 feet of climbing speed on normal terrain or giving you a climb speed of 20 feet and any other creature you allow to use the chain a climb speed of 10 feet in difficult or unclimbable terrain. You can use the chain as a two-handed 1d8 bludgeoning melee weapon with a reach of 10 feet that you are proficient with. You gain a second chain at Warlock lvl 5, a third at lvl 11 and a fourth at lvl 15. No matter the length the chain can only restrain one target at a time unless it is used out of combat. You can summon each chain a number of times equal to half your proficiency bonus rounded up per long rest. For example, if you are a level 10 The Imprisoned warlock you can summon two chains at any given time, but if they are destroyed each chain can be re-summoned twice before needing a long rest to recharge. Armoring chains At 6th level, when you summon a chain, you can now choose to wrap it around you or a willing creature, each chain gives a +1 to your AC. One chain breaks every time the creature they are wrapped around takes damage from a source that contested their AC. You can now also see any creature your chains are attached to and you can pull or push them up to 5 feet if they are in eyesight as a bonus action or as a reaction. If the creature is unwilling then it must make a strength saving throw against your spell DC. Searing chains At 10th level, you can now cast the spell Heat Metal on one of your chains in eye sight at will. You have charges to cast this spell equal to twice your proficiency and regain all charges after a long rest. You can expend one charge to increase the spell's level by one up to level 6. You can also use a charge to give any creature using your chains as armour resistance against any damage type but fire, slashing, piercing or bludgeoning till the end of their next turn. If you use a subsequent turn to cause the damage again with the spell you must spend same amount of charges you spent to cast it. You regain all charges after taking a long rest.
Wrath of the imprisoned At 14th level you can channel the hatred that your patron has built up over an eternity of imprisonment. When you use this feature, you can use as many of your chain charges as you want at once and summon them all as active chains in a swirling dome or sphere with a 20-foot radius with you as its center for 1 minute. When you activate this ability you and any creature you chose inside the dome can reduce damage from a source outside the dome by one 1d4 for every chain in use. Any creature you chose that is in the dome when it is created or starts its turn inside the dome will take one 1d4 force damage for every chain in use and their speed is halved. While activated you have a maximum movement speed of 15 feet. Once you use this feature, you can’t use it again until you finish a long rest. All chain charges used in this ability must be recharged. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Time Liege Introduction The concept for this subclass is based of the character Nox from the first season of the Wakfu TV show, as well as the want for a time bending warlock. All of the abilities have both combat and utility uses, making it a versatile subclass, however it relies on advantage and other spells There isn't real any personality traits I'd connect to this subclass except for the fact that they are very observant. In Wakfu, Nox is attempting to use his power to rewind time to bring his family back to life, so theres that but in general it can be anything. One important plot point may be the Outside of Time feature, which stops the warlock from aging at all, meaning it could leave some trapped in the body of a child, or on the brink of death. If you want you can watch Nox's best fight scene here to get an idea of what I was going for To the Time Lieges, everything to come has already happened, and everything that has happened is yet to come. They walk the flow of time as lesser beings walk a dirt road, and intervene as they see fit, to create whatever order or chaos they want. These beings become patrons of mortals to uphold what they believe to be the proper flow or course of time, they may want you to help them defeat a rival for control over time, or maybe they have a wager on the result of this century and need you to make sure they win. Warlock Spells The Time Liege 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 Gift of Alacrity, Zephyr Strike 2nd Augury, Fortunes Favour 3rd Blink, Slow 4th Death ward, Locate creature 5th Commune, Temporal Shunt In addition the spells Time Ravage and Time Stop are added to the warlock spell list for you. Outside of Time Starting from 1st level, you can not age, naturally or magically. Time hop At 1st level, your patron has granted you the ability to slightly alter the flow of time. As a bonus action or a reaction, you push yourself through time, completing one of the following actions instantaneously: study an enemy's positioning so that you gain advantage on your next attack roll against that enemy this turn, or study an incoming attack giving the attacker disadvantage to hit or giving you advantage on the next dexterity or strength saving throw you make until the start of your next turn. If this ability was used as a bonus action you can move half your movement speed, up to 15 feet without provoking opportunity attacks or triggering any other effect. You can use this ability a number of times equal to half your warlock level rounded up and regain all uses after taking a short or long rest. Temporal halt At 6th level, you gain the ability to stop other objects and creatures in time. As an action, you can use this ability to force a creature to make a wisdom saving throw against your spell DC or become frozen in time for one minute, causing it to become restrained and preventing it from communicating or taking any type of action, if the creature failed the save by three or less, it can think and communicate telepathically if it has the ability to do so. This ability can also be used to freeze an object or group of objects (e.g. a falling portcullis or a landslide) for 5 minutes. You can freeze objects that weigh up to 40 times your charisma score in pounds. If the object is over this weight you can either attempt to only hold a portion of it (e.g. holding the main part of a falling tower while letting some of the bricks fall away) or you can make a charisma saving throw where the DC is 10 + the exceeded weight divided by 10 rounded down, if you succeed the saving throw you keep the effect active but you lose half of your movement speed and have disadvantage on strength, dexterity and constitution checks and saving throws due to the strain the spell is having on you. This ability requires concentration to stay active. The ability ends if any effects or actions affect the frozen creature or adversely affect the frozen object (e.g. that would destroy it or deal damage equal to a quarter of its hit points/meets its damage threshold) You have uses of this ability equal to your charisma modifier and regain all uses after a long rest. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Examine the flow At 10th level, you can use your patron's perception of time to see possible outcomes in the future. As an action, you can pause time and examine its possible pathways to find out one of the following: The exact hit points of a creature, discover any concealed objects or weapons a creature or object may use in the next 10 minutes (approximately, at the DM's discretion) or find out one spell (the spell must be at the highest level the creature can cast), ability, feature, resistance, immunity, vulnerability or weakness of your choice that a creature has that you do not know about. You can also ask the DM if any events are about to occur to you, an object, a creature or area you can see in the next 10 minutes (approximately) that you do not know about (e.g. A brawl bursting out in the tavern, a poison or a curse that you have been unknowingly infected with activating or a volcano erupting) If an event like this is going to occur you can ask for either the time till the event or one important detail of the event. If no such event is about to occur then you waste the use of this feature. You have uses of this feature equal to half your proficiency bonus, rounded up, and regain all uses after a long rest. Re-wind At 14th level, you gain the ability to give off a burst of energy and re-wind time. As an action chose a creature you can see with 60 feet of you, that creature is pushed back in time to the end of your last turn, or 6 seconds, undoing all damage, effects and spells that occurred in that time to that creature. You can target an area where a creature was if they will return to that area at some point during the Re-wind (e.g. if they were disintegrated or sent to another plane). You can uses this ability once and can use it again after taking a long rest. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Carnal Idol Introduction SCP-610, we all know it we all love it, and heres a warlock subclass based of it, kinda. Originally I based this subclass of the flesh that mates hates, but it is a little different in some places, the subclass boasts a more general damage output, with some utility, however it is reliant on corpses, so you will have to get your hands dirty. The general personality I had for this subclass was over emotive, lacking critical thought, so although this lends itself to rashness and anger, extreme bouts of love and adoration would also be common. Your patron is a being of primal urges and vicious desire, an amalgamation of flesh, blood and gore. These beings rarely have grand plans or schemes in place, and sometimes even lack the ability for higher though. Instead they act on animalistic instinct, perhaps they are a sentient plague or an interdimensional colonial organism, or maybe a forgotten god that despises the intelligence of other creatures. Either way you have been chosen to help this being pursue its goals or simply to show the world its mindless power. Warlock Spells The Carnal Idol 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, command 2nd alter self, gentle repose 3rd feign death, life transference 4th dominate beast, vitriolic sphere 5th contagion, geas Carnomancy Starting at 1st level, your patron bestows upon you a power darker than necromancy or enchantment; Carnomancy, power over flesh and blood. As a bonus action or a reaction, you can choose a 'more that 60% intact' corpse of a creature that is not a construct or elemental with size large or smaller that you can see within 60 feet of you that has not been dead for more than two weeks. Whenever a feature in this subclass refers to a corpse, these rules apply unless otherwise stated You can then cause it to erupt in a fleshy explosion, forcing all creatures in a 10-foot radius to make a dexterity saving throw against your spell DC, taking 2d4 acid damage on a fail or half that on a success. You can also cause the corpse twist and latch onto a creature in a 5-foot radius forcing it to make a dexterity or strength save against your spell DC or fall prone and expend their movement speed. Corpses that are used in this effect should be considered broken and can not be resurrected without magic being used to repair the body first. You can only use this effect on a corpse once. You have uses of this ability equal to your warlock level and regain all uses after taking a long rest. The damage for this feature increase to 4d4 at level 10 and 6d4 at level 18. Natural Defenses At 1st level you also gain mastery over your own flesh and blood, causing you to have unique regeneration and defensive mechanisms. When you take piercing or slashing damage, or any type of damage while you are bloodied, from an creature within 5 feet of you, as a reaction you can shoot out a spurt of acidic blood and force it to make a dexterity save against your spell DC, or take 1d6 + your proficiency bonus acid damage and become blinded until the end of its next turn. If the attacker is not within 5 feet of you can instead target any creature within 5 feet of you, however the creature gains advantage on the save. Additionally, if you take a short rest while you have a corpse of a creature size small or larger, you can consume the corpse and count any warlock hit die you role to regain hit points as d10s, you can not heal past your max hp with this feature. You are also immune to negative effects of disease, however you can still be infected with diseases and can infect others The damage for this feature increase to 2d6 at level 10 and 3d6 at level 18. Horrific control Starting at 6th level you can extend your control over flesh to the living. As an action you can force a large or smaller creature that can make a melee attack to make a constitution saving throw against your spell DC. On a fail you can then force that creature to make a basic melee attack against one creature it can reach, or to make an attack against itself, however it can not target itself if the attack couldn't reach (e.g. a Beholder could not make a bite attack against itself), when making a self attack, a creature can not add its dexterity bonus to its AC. You can also use this feature to force creatures to make simple actions, such as grabbing a rope, pulling a lever or breaking a bow. You have uses of this feature equal to your proficiency bonus and regain all uses after a long rest. Additionally, you can now contort your limbs to assist you in combat, as a bonus action you can turn your arm into a boney spike, this appendage deals 1d6 piercing damage and has the light property, and you are proficient in with it, it uses your charisma modifier on attack and damage rolls and counts as an unarmed strike. You can make an attack with this weapon as part of the bonus action you used to summon it and you can summon and attack with this weapon as a reaction to make an opportunity attack. This limb can be used for the somatic components of spell casting, but it can not be used for anything else and you have disadvantage on slight of hand checks and checks using any kind of tool. You keep the spike until you take a short or long rest or you recover you warlock level of hitpoints. You can uses this feature once and regain all uses after a short or long rest. Horrific display Start your advan hour. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Advanced Carnomancy Starting at 10th level you have honed your power over flesh and blood, letting you perform new horrors with your Carnomancy feature. Now you can take a corpse of a creature and use it to heal yourself or an ally. As an action you can touch a corpse and consume it to heal yourself or a creature you can touch hitpoints equal to 2d10 plus your proficiency bonus. You can also use your Carnomancy feature to infect a corpse, delaying the explosion until the next time a creature moves within 5 feet of it. The damage from this corpse starts at 3d4 acid and increases by 1d4 each round of combat or every minute (your choice) until it reaches 6d4, when it explodes. This increases to 5d4 and 8d4 respectively at level 18. Your Horrific control ability is also strengthened. Whenever you force a creature to make an attack, you can also damage the body part used to make the attack, after making the attack you cause the body part to break if it has a brittle component (e.g. teeth, bone, spikes, claws) That creature takes 2d6 force damage and has disadvantage when attacking with that weapon/limb until it recovers hitpoints. You can also chose just break the body part without making the attack. Your bone spike now deals 1d8 piercing + 1d4 acid damage. Additionally, whenever you force a creature to make a wisdom saving throw against your spell DC you can instead force them to make a constitution saving throw, and vis versa. Carnal Incarnate Starting at 14th level, you gain the ability to turn yourself into a creature nightmares dream of. As an action you can contort your flesh and bones to gain the following benefits for 1 minute You gain an extra 15 feet of movement speed One or both of your hands turn into bone spikes and gain the benefits of being a pact weapon if you have taken the pact of the blade Whenever you take the attack action, you can attack twice You gain a bite attack for 2d6 piercing + 1d4 acid damage, which heals you half your Warlock level rounded up in hitpoints once per turn Additionally you can consume a corpse size small or larger as a part of the action to activate this ability, if you do so you can chose one of the following benefits to gain Your arms turn into wings and your feet into talons, you gain a flying speed equal to your walking speed and you talons function as your bone spikes You grow 4 extra limbs, you gain a climbing speed equal to your walking speed, you can climb on any solid surface while leaving your hands free, your bite attack can be made as a 30/90 ranged attack that doesn't heal you You increase your size by one to a maximum of large and whenever you make a weapon attack using strength or charisma, you can roll one extra damage die, or two on a critical hit You grow a tough hide or a bone carapace, you gain +3 to your AC and temporary hitpoints equal to twice your warlock level You have one use of this ability and regain the use after taking a long rest. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Dream Demon Introduction It's your old pal Bill, here to grant you the powers of weird. So Bill Cipher as your patron is the aim here, the subclass is heavily weighted towards utility, but still has enough abilities that its fun in a fight, plus you can make magical deals to trick people into giving you their firstborn child. For personality, I really did just think of Bill Cipher, so for anyone who hasn't seen Gravity Falls, think well dressed, upper class attitude, can easily put people at easy if they want to, but also a narcissistic sociopath. Your patron is a horrible being from the nightmare realm, who exists only in the space of our minds. These beings are always one step ahead of everyone around them, making deals and hiding their intentions until it is too late, for most. You have managed to get on the good side of one of these indescribable beings, so they have sent you out as an envoy to help them gain power and influence in the physical world. Warlock Spells The Dream Demon 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 Chaos Bolt, Disguise Self 2nd Gift of Gab, Phantasmal Force 3rd Fast Friends, Motivational Speech 4th Confusion, Phantasmal Killer 5th Animate Objects, Mislead Unlimited Knowledge At 1st level your patron has granted you access to the information it has collected by observing the multiverse for an eternity. You are proficient in history checks if your aren't already and you can make them with your charisma modifier. Nightmarish Gifts At 1st you gain the ability to probe your enemies minds for their deepest fears and use them as a weapon. As an action chose a creature you can see with 60 feet of you and force it to make a wisdom saving throw against your spell save DC. On a fail you create an illusion within 30 feet of the creature that only you and it can see, the creature is frightened of this illusion and it lasts for 1 minute. The creature can repeat their save at the end of their turn, on a success the effect is ended and the creature is immune to this feature for 24 hours. You have uses of this feature equal to your proficiency bonus and regain all expended uses after a long rest. Additionally you now know the minor illusion cantrip if you don't know it already and it does not count against the number of warlock cantrips you know. Charming Personality At 6th level, you put people at ease with your very presence. Whenever you first meet a creature outside of combat that speaks a shared language with you, you can make a performance check with the humanoids wisdom score as the DC. On a success the creature is charmed and will always assume you have the best intentions at heart and will assist with reasonable tasks to the best of its abilities. To keep this effect active you must perform small favours for the humanoid whenever you see it. On a fail the creature notices nothing. Additionally creatures affected by this feature have disadvantage on any saving throws cause by your other Otherworldy Patron features, as well as disadvantage on any checks they make to investigate or reveal these features. If the creature sees you doing something it would consider to be immoral or bad, this effect ends. Pure Madness At 6th level you can create bubbles of pure madness to haunt your enemies. As an action you can create a bubble 2 feet in diameter and send it in a straight line 60 feet forward. Whenever a creature moves within a 5 foot cube of the bubble or the bubble moves into the space of a creature, that creature must make a dexterity saving throw against your spell DC or take 2d8 damage, use the first die rolled to determine the damage type, the second to determine the effect applied from the table below that last until the end of the creatures next turn (charmed by/frightened of you). The bubble moves 30 feet at the end of your turn in the direction it was traveling last turn until it hits a creature or a solid surface, then it will bounce in a new direction which you chose at the end of your next turn before it moves. The bubble can hit a number of creatures or surfaces equal to your proficiency bonus before it pops and you have uses of this feature equal to your charisma modifier and regain all expended uses after a long rest. The damage for this feature increases to 3d8 at level 12 and 4d8 at level 18, however you must uses the first two dice rolled when determining damage and effects. d8 Type Effect 1 Acid Blinded 2 Cold Frightened 3 Fire Charmed 4 Force Prone 5 Lightning Paralyzed 6 Poison Poisoned 7 Psychic Stunned 8 Thunder Deafened BOO! Starting from 10th level, as a bonus action you can magically appear in the location of one of your active Nightmarish Gifts, so long as the space is not occupied. The creature affected by the Nightmarish Gift now sees you as the illusion and is frightened of you, having to make the same saves as normal. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Possession At 10th level, you can force a creature out of their own body and use it as a vessel for your soul. You touch one humanoid that you are not fighting and does not know your intentions and force them to make a charisma saving throw. On a fail the target is incapacitated while you take full control of the body for up to 12 hours, the creatures stays inside the body and still has access to its senses. Your body is unconscious for the duration. While possessing a creature you gain its Strength, Dexterity and Constitution scores while keeping your own Intelligence, Wisdom, Charisma scores, as well as proficiencies for skills under these scores. You gain any racial features the host body has, and you keep any of your own class features as long as the host body meets the multiclassing requirement (use the hosts int, wis and cha when deciding this) If you die while possessing a creature you must make a wisdom saving throw with a DC of 18 to return to your body unharmed, on a fail you die and your body must be resurrected. While you possess this body, you patron allows you access to some of their knowledge to help you, you gain advantage on any rolls to recall information or rituals that the original host of the body would know. A creature must pass an arcana check against your spell DC to notice the possession as it happens or while it is happening. You can use this ability once and can use it again after 1d4 + 1 days. Lets Make a Deal At 14th level your patron can reach its hand out through yours and make a deal with unknowable consequences. You shake hands with a creature intelligent enough to understand the concept and make a deal in which you do something for them and they do something for you, forcing the creature to make a charisma saving throw against your spell DC. A creature can willingly fail this check On a success a magical deal is struck that forces both parties to complete their side of the deal. Each side of the deal must be completed within a week, unless specified otherwise. If a party fails to complete their side of the deal when you have been given opportunity to do so, they must make a constitution saving throw DC 20 at the end of every long rest until they fail (you automatically fail this). On a fail they suffer a permanent 5 levels of Exhaustion. They can continue to make the saving throws, ending the effect on a success, or the effect can be ended with a Wish spell (you may end the effect if it is applied to the other party). On a fail of the Charisma save your patron empowers you to fulfill your side of the deal, and to extract a far more horrible price. To fulfill your side of the deal you can complete one of the following effects with no cost Bring a creature back to life or heal it to its hitpoint maximum Create an object worth 10,000 gp that is large or smaller Give a creature all the knowledge possible on one specific topic You might be able to achieve something beyond the scope of the above examples at the will of your DM. After you complete your side of the deal, the other party must give you something of equal value to what you have given them, by you and your patrons reckoning (so no giving your friends freebeies) and you are allowed to twist their original words used in the deal as much as you want. Failing to do so results in the regular punishments except the DC becomes 25. You have advantage on persuasion rolls to do with this feature. After you use this feature and a the deal is completed you must wait 2d4 days before using it again. Decaying Madness Whenever a creature fails a save against by your Nightmarish Gifts or Pure Madness features they must roll for an effect from the short-term madness table that lasts until the end of their next turn. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Beast of the Unknown Introduction This subclass is based of The Beast from Over the Garden Wall, a creature that turns lost souls into trees to keep itself alive. The subclass is aimed at separating enemies and then dealing damage after weakening them, with mediocre utility from the lantern as well as tracking and stealth. Similar to the Carnal Idol, you do need to kill something every now and then, but you don't have to steal people in the night to stay alive. Like the Beast this subclass is cold and will prey on weaker creatures if given the opportunity. In OTGW the Beast tricks a hunter into believing his daughters soul was inside the lantern instead of its own, causing the hunter to keep it lit, this could be the same case for you. The Unknown is not a being but a place, full of wonder and terror that lies on the boarder of life and death. Deep within these misty woods lies a Beast, ready to make you a deal. The Beasts of the Unknown are various and can take on any form, though many an ancient tome and scroll depict them with cruel antlers each 4 feet long and skin made of lost souls. The Unknown can only exist with lost souls to journey through it, and you have been chosen to make sure they do. Warlock Spells The Beast of the Unknown 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 Dissonant Whispers, Ensnaring Strike 2nd Blindness/Deafness, Spike Growth 3rd Bestow Curse, Plant Growth 4th Compulsion, Locate Creature 5th Antilife Shell, Cone of Cold Beast in the Darkness Starting from 1st level you have advantage on stealth, persuasion and intimidation checks and attack rolls made in darkness or dim light. You have dark vision for 90 feet. You also gain advantage on checks made to track or hunt a creature that can sprout Edelwood and you are unaffected by non-magical difficult terrain caused by plants. Edelwood Sprigs When you cause a creature to sprout Edelwood branches, 3 small sprigs can be broken off and kept before sap is extracted from the wood, if a creature tucks a sprig of Edelwood made by you behind their ear, or holds it in their mouth, they automatically succeed on saving throws caused by your Otherworldy Patron features. After causing a success, the srpig withers and turns to dust. Edelwood Lantern At 1st level, your patron bestows upon you an Edelwood Lantern, as well as two vials of Edelwood sap. The lantern can take any form you wish, it contains a powerful soul that is the source of your power, so you must never let its flame go out. You keep the flame alive by feeding the lantern Edelwood sap every day, one vial of which can keep the lantern lit for seven days. The lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet, however it also has a lantern charge which can be expended in one of two ways Double the radius of the light for half an hour as well as dispel all magical darkness within a 60 foot radius of the lantern Consume or extinguish all non-magical light sources within a 60 foot radius as well as light produced by spells with level less than or equal to your proficiency bonus, or by magical items with rarity less than or equal to your proficiency bonus (assuming common is 1, artifact is 6) for 5 minutes You regain the charge whenever you refill the lantern with sap, which you can do even if it does not need it. Additionally, whenever you fall unconscious, your soul is immediately moved to the lantern for protection, meaning that if your body dies it can still be healed as normal and your soul can re-enter it (keep track of negative hitpoints needed to heal the body). If your body is destroyed while your soul is kept this way you become a ghost trapped inside the lantern. While in the lantern you can communicate with anyone who is holding it and see as normal. To get more Edelwood, you must lead souls into the Unknown. Whenever you kill a creature that is not a construct, ooze, plant or undead , or a creature fitting that category dies while under the effect of one of your spells or features, their body begins to sprout Edel branches, from which you can take 5 minutes to harvest one days worth of sap. When a creatures body sprouts Eldel branches it can not be revived. If you spend 1 hour a day for 7 days nurturing Edel branches without harvesting them they will turn into an Edel tree, from which you can spend 15 minutes to get 1 days worth of sap as many times as you want, the tree can not be moved. The lantern has hitpoints equal to half of yours and has an AC of 12 plus your proficiency bonus. If the lantern is destoryed you loose all magical power must spend a long rest contacting your patron for a new one. The lantern can only be put out when it is destroyed or runs out of sap but you can close the flaps of the lantern to stop it producing light. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Voice of the Night At 6th level, you can sing the distant song of the Unknown, filling all that hear it with dread. As an action you begin singing, using whatever words you want, causing any creature that can hear you within an 60 foot radius to make a wisdom saving throw. On a fail that creatures vision is reduced to a sphere with a diameter of 5 feet causing them to be blind to any effects happing outside that area (This does not effect true sight or tremor sense) as well as becoming frightened of the sound of your voice, which can penetrate weak non-magical blocks (e.g. hands or wax stuffed in ears). Any creature that enters this area while you are singing must also make a save. Any creature that can not see you when you begin to sing has disadvantage on the save, creatures that are deaf automatically succeed. After you start singing you can use your action to continue to sing as long as you maintain concentration, a creature can re-make the wisdom save as an action on their turn, but has disadvantage unless it can see another creature. You have uses of this ability equal to half your proficiency bonus rounded up and regain all uses after a long rest. Death of Hope At 10th level, you can help dying creatures along their way, bringing them closer to the Unknown. When you see a creature within 60 feet of you take damage, you can double the damage it took if it would knock the creature unconscious, kill it or cause the creature to be bloodied. This also causes the damage to ignore resistances. Additionally if you see a creature make a death saving throw, you can use this ability to make a 20 a regular success, any roll below a 16 a fail and below 6 a critical fail. You have uses of this ability equal to your charisma modifier and regain all uses after taking a long rest. Improved Beast in the Darkness Additionally at 10th level, while in dim light or darkness, as a bonus action you can expend your movement speed and teleport a distance up to your movement speed to another area of dim light or darkness that you can see. Your movement speed is doubled while you are a forest. Eternal Darkness At 14th level, you gain the ability to open a rift into the Unknown, and pull a creature into it. As an action chose a creature you can see within 60 feet, it must make a charisma saving throw against your spell DC or be pulled into the forests of the Unknown, where is will be hunted by your patron. At the start each of the creatures turns while it is in the Unknown it must make a survival check against your spell DC, On a success the creature makes its way towards freedom, on a fail it takes the number it failed by d6 cold/psychic/necrotic damage (your choice). After three successful checks the creature returns to the space is was taken from, or in an unoccupied space as close as it can. A creature can leave the Unknown by teleporting out with a spell such as Plane Shift. If a creature dies in the Unknown its body is taken by your patron. You can use this ability once and regain the use after a long rest. Los At 14 featu psych ability persu This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Forgotten Treasure Introduction I didn't have any inspiration for the abilities of this subclass but the idea for a garbage patron I got from the image. The subclass is based around giving yourself minor buffs, as well as being very at home in urban environments. When it comes to character these warlocks are usually orphans or urchins and see their patron as a parental figure, as they were cared for by them, though this is not always the case. These warlocks are also generally kind and caring towards lost/damaged things and people (especially orphans and urchins) as well as being hoarders (though not thieves). In city streets and flowing gutters, treasures are dropped and lost, each little piece of trash holds a story, a meaning and a well of emotions. Eventually, these little scraps of humanity were drawn to each other, each one adding a sliver of consciousness to an ever-growing pile until one day . . . it awoke. The Forgotten Treasures are creatures made up of all that society has tossed away. Though their power can be great they rarely leave the place of their birth due to emotional attachment, it is common for many great cities to have a Forgotten Treasure hiding in their sewers. They generally keep to themselves, but sometimes chose to take control of the lower districts of cities, either to take care of the many urchins and orphans, or to control territory to guarantee its survival. Warlock Spells The Forgotten Treasure 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. Warlock level Feature 1st Alarm, Catapult 3rd Blur, Pass Without Trace 5th Hatse, Protection from Energy 7th Confusion, Fabricate 9th Bigby's Hand, Creation Forgotten Treasures At 1st level, you being accumulating treasure in a similar fashion to your patron. Whenever you find yourself in a dungeon, city or similar place (at your DM's discretion) you can take 1 hour (this can be done during a rest) to search for Forgotten Treasures. You can only find Forgotten Treasures by chance, you can not steal them. When you do find one you can roll on the table below to channel the objects emotional history. To find a Treasure make an investigation check, on a 14 or lower you find 1 treasure, 2 for 15 - 18, 3 for 19 - 20 and 4 for 21 and above. You can find Treasures equal to your proficiency bonus per day and can hold Treasures equal to your warlock level + your charisma modifier. You can use your bonus action or reaction to use a Treasure, causing it to lose its magic and you gain its effect. You can keep used treasures or give them to your patron. You can not stack the same effects. d6 emotion effect 1 Anger You can add half your proficiency bonus rounded down to your next attack roll 2 Joy You gain an extra 15 feet of movement speed to use the next time you move 3 Sadness Chose a creature, it gets disadvantage on its next roll 4 Hope You heal hitpoints equal to your warlock level 5 Hatered Your next attack deals extra damage equal to your warlock level 6 Love Chose a creature and heal it hitpoints equal to your warlock level Keen Eye At 1st level, due to your patrons love of searching and collecting, you gain proficiency in investigation and your minimum intelligence score regarding investigation checks is 10. Honour Amongst the Wretched Your patron despises all those that would think to be inherently better than others, or those that override the will of others. At 6th level, whenever you see a spell cast would make a creature charmed, frightened, paralyzed, restrained or decrease its movement speed you can use your reaction to challenge the spell, forcing the creature casting it to make a wisdom saving throw against your spell DC. On a fail the spell has no effect. You can use this feature a number of times equal to your charisma modifier and regain all uses after a long rest. In addition, once per short or long rest, when initiative is rolled, you can chose a creature you can see that has a different initiative to you and make their initiative equal to yours. At Home in the Slums Due to the nature of your patron you feel at easy in the run down, forgotten parts of cities. At 6th level any humanoid that lives in a city in conditions poor or worse will naturally trust you, and give you information and advice willingly. You also know how to make the best of a bad situation, when living in wretched or squalid conditions you instead live as if in poor conditions, and you can take care of your weapons and gear as if in modest conditions. You also gain advantage on stealth checks made while in urban environments (not rich ones). Additionally you can now magically restore any nonmagical tiny or small object to full hitpoints, or rebuild it if it has been destroyed, however there is evidence of you work. Emotional Armor Starting at 10th level, you can all upon the emotions store in your treasures to guard you from attacks. At the end of a long rest you gain temporary hitpoints equal to your number of Forgotten Treasures, however you lose a temporary hitpoint if you use the treasure that generated it. You can add up to your proficiency bonus hitpoints at the end of a short rest. Additionally after a long rest you can chose one damage type out of fire, cold, radiant or necrotic to has resistance to till the end of your next long rest. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Untouchable Starting at 10th level, you automatically succeed on stealth checks made in environments where beggars may be found and you always surprise enemies when entering combat in these environments. Fury of the Forgotten At 14th level you gain the ability to release the raw emotions kept inside your Forgotten Treasures in a show of power. As an action you can chose up to 8 of your Forgotten Treasures and animate the emotions inside of them causing them to become Forgotten Spirits. When you animate a Forgotten Treasure it is used. As a bonus action, you can mentally command any Forgotten Spirit if it is within 60 feet of you (if you control multiple Forgotten Spirits, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the Forgotten Spirits will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the Forgotten Spirit will stay as close to you as it can and take the dodge action. Once given an order, the Forgotten Spirit continues to follow it until its task is complete. The Forgotten Spirits can exist for up to 1 minute, if they are still alive afterwards they will take the Return action. You can use this ability once and can use it again after taking a long rest This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Forgotten Spirit Tiny Fey Armor Class 17 Hit Points 5 + your warlock level Speed Flying, 30 feet, Hover STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 8 (-1) 10 (+0) 10 (+0) 8 (-1) Saving Throws Dexterity +2 plus PB Damage Resistances bludgeoning, piercing and slashing from non-magical weapons. Damage Immunities poison Condition Immunities poisoned, charmed, frightened, exhaustion Senses darkvision 60 ft., passive, Perception 10 + PB Languages The spirits can understand all languages you understand but can only verbally communicate with you Evasion. If the spirit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated. Actions Spirit power. The Forgotten Spirit takes an action of its emotion. Anger. Melee weapon attack: +10 to hit, 5 feet, one target. Hit: 1d6 +4 fire damage Joy. Ranged weapon attack: +8 to hit, 20/60 feet, one target. Hit: 1d6 +4 radiant damage Sadness. Melee weapon attack: +8 to hit, 5 feet, one target. Hit: 1d4 +4 cold damage, on hit targets movement speed is halved till the end of their next turn Hope. Chose a creature within 30 feet. The next attack roll against creature has disadvantage (This ability can not target Forgotten Spirits) Hatred. Melee weapon attack: +8 to hit, 5 feet, one target. Hit: 1d10 +6 necrotic damage Love. Heal target creature for 2d4 + 4 hitpoints (This ability can not target Forgotten Spirits) Return. The Forgotten Spirit returns to its Forgotten Treasure, vanishing and restoring the treasure's ability.
Invocations The Imprisoned Empowered Chains Prerequisite: The Imprisoned, Pact of the Blade You can use a chain as your pact weapon, it now is versatile with 1d8/1d10, a reach of 10 feet and has the finesse property, this chain can stay in existence permanently and you can switch which chain is acting as your pact weapon at any time. While this chain is out you can use the Chains of the Imprisoned feature as a bonus action with this chain as long as the target is with 10 feet. Chainbound Tome Prerequisite: The Imprisoned, Pact of the Tome Your book of shadows is permanently chained to you (e.g. it can not be stolen or dropped) and you can summon one extra chain at a time for a total of 5 at level 15. Chains Through Chains Prerequisite: The Imprisoned, Pact of the Chain Your familiar can use your Chains of the Imprisoned feature and at 6th level can also use your Armoring Chains feature. It can also pull/lift/carry any amount of chains. Bound Talisman Prerequisite: The Imprisoned, Pact of the Talisman The Talisman counts as a chain for the purposes of your Armoring Chains and Searing Chains feature. Agonizing Chains Prerequisite: The Imprisoned Whenever a creature is restrained by your Chains of the Imprisoned feature they take force damage equal to your charisma modifier at the start of their turn. Chain Bind Prerequisite: The Imprisoned, 5th level You can expend a chain charge to cast the Earthbind spell, without expending a spell slot or material components. Elemental Chains Prerequisite: The Imprisoned, 10th level When you cast Heat Metal using your Searing Chains feature you can chose to make the damage force, cold or lightening instead, and you can also use the feature to give resistance to any type of damage. The Time Liege Swift Strike Prerequisite: The Time Liege, Pact of the Blade You can now use your Time Hop feature to make an attack with your pact weapon using your charisma modifier. Chronic Damage Prerequisite: The Time Liege, Pact of the Tome Whenever a creature takes damage from an attack you gave advantage to, it must make a constitution save against your spell DC or become poisoned till the end of its next turn. Intuitive Familiar Prerequisite: The Time Liege, Pact of the Chain If you use your Time Hop feature to grant advantage or disadvantage and your familiar can see the target/attack , the advantage/disadvantage lasts until it is used instead of until the end of your turn/start of your next turn. Time-Bound Talisman Prerequisite: The Time Liege, Pact of the Talisman Any creature wearing your Talisman can use your Time Hop feature as a bonus action or reaction if you let them, as it still consumes a use of the feature. They are also immune to being magically aged Near-future Vision Prerequisite: The Time Liege You can not be surprised, and you can now use you Charisma modifier when determining your passive perception, for perception checks and for initiative rolls. Liege of Time Prerequisite: The Time Liege, 15th level Your Time Hop feature now allows you to travel your full movement speed as a bonus action, or half as a reaction, grants you advantage on all attack rolls you make until the end of your turn or grants attacks disadvantage to hit or giving you advantage on dexterity and strength saving throws until the start of your next turn. If this Invocation is used with the Intuitive Familiar Invocation then one advantaged/disadvantaged roll can happen after the feature would normally finish e.g. if you use Time Hop to grant advantage on an attack against a creature while both of these invocation are active, you would have advantage on any attacks made against that creature this turn, and then after your turn ends you have advantage on one more attack roll against that creature. Time Master Prerequisite: The Time Liege, 20th level When you use your Eldritch Master Feature, you also regain half the uses of your Time Hop Feature. The Carnal Idol Synced Attacks Prerequisite: The Carnal Idol, Pact of the Blade Whenever you kill a creature with your pact weapon, you can immediately expend a use of your Carnomancy feature on the corpse as part of the action you used to attack it, you are immune to the damage of the feature when it is used this way. Additionally a creature now takes half damage from your Natural Defenses feature when it passes the dexterity save. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Corrosive Magic Prerequisite: The Carnal Idol, Pact of the Tome Any spell that you cast that deals force damage can now deal acid damage, additionally, whenever you deal acid damage to a creature wearing armor or wielding a shield it corrodes its defenses, meaning that if it takes damage from another source before the start of your next turn it has a permanent -1 to its AC. This stacks up to three times, destroying a shield if there is one at -2, and destroying the armor is its bonus is entirely removed. Unnatural Creature Prerequisite: The Carnal Idol, Pact of the Chain You Familiar now deals an extra 1d4 Acid damage when it attacks and gains the benefit of your Natural Defenses feature. This increases to 1d8 at 13th level. Commanding Chain Prerequisite: The Carnal Idol, Pact of the Talisman You can place you talisman around the neck of a small or medium humanoid corpse that has died within a week, which then rises as a Zombie that obeys your commands, but has no knowledge of its previous life. The Zombie does not decay and has the same level of cognitive function as before it died. Meat Shield Prerequisite: The Carnal Idol You can touch the corpse of a small creature and tun it into a shield, the corpse of a medium creature blockade that provides half cover, or the corpse of a large creature into three-quarters cover. Each of these lasts for half an hour and you can uses this invocation a number of times equal to your proficiency bonus, regaining all uses after a long rest. Deeper Control Prerequisite: The Carnal Idol, 10th level Whenever a creature fails against the check forced by your Horrific Control feature, you can now force it to move up to 10 feet, so long as it can move, before or after you make the attack or damage the body part. Additionally you can peak into their mind and gain basic information of what their thoughts, emotions and goals are. Master of Flesh Prerequisite: The Carnal Idol, 15th level You have learned to take apart and re-construct you body at will, you can now summon and dismiss the bone spikes from your Horrific Control feature at will and you can uses the bite attack from the Carnal Incarnate feature once per short or long rest. You can also move through an opening large enough for a creature two sizes smaller than you, you can contort your joints to bend in any direction, making you immune to being flanked. The Dream Demon Knife in the Back Prerequisite: The Dream Demon, Pact of the Blade When you make an attack against a creature you are not in combat with or on attack against a creature that can not sense you using your pact weapon you deal extra damage equal to half you level on the Rouges sneak attack column. You can only deal this damage once per turn. Gre Prere Wh produ until Litt Prere Wh cause move effect invoc make Gua Prere Th by tel that w they a equal Th fright Dee Prere You inves warlo regar Perso Reig Prere Wh featu dama when from Deca Pinb Prere Wh expen they m move more a new The Dar Prere Any the D the at dama This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Trapped in the Forrest Prerequisite: The Beast of the Unknown, Pact of the Tome When you cause a body to sprout Edel branches, you can chose for the ground around the body in a 10 foot radius becomes difficult terrain as roots spring up from it. Creatures in this difficult terrain have disadvantage against saves caused by your Otherwordly Patron features. Watcher in the Dark Prerequisite: The Beast of the Unknown, Pact of the Chain Your Familiar gains your Beast in the Darkness feature, however instead of gaining advantage on stealth checks, it can instead use its action to turn invisible while in dim light or darkness, remaining invisible until its makes an attack, uses an ability, or enters an area of bright light. Lost in the Fog Prerequisite: The Beast of the Unknown, Pact of the Talisman The wearer of your talisman can uses their action to create a dark fog that obscures them from view, all attacks rolls against them and all attacks they make have disadvantage. The fog lasts for 1 minute or can be dismissed as an action, you can uses the feature a number of times equal to your proficiency bonus. Empowered Lantern Prerequisite: The Beast of the Unknown Whenever you expend a lantern charge with you Edelwood Lantern to brighten the lantern, all creatures within a 60 foot radius must make a constitution saving throw against your spell DC or become blinded until the end of their next turn. If you use a lantern charge to drain light from an area all creatures that are in a decreased level of light because of the feature must make a charisma saving throw against your spell DC or become frightened of you till the end of their next turn. Creature of the Woods Prerequisite: The Beast of the Unknown, 5th level You can cast the Entangle spell at will, without expending a spell slot or material components. Horrible Hunter Prerequisite: The Beast of the Unknown, 15th level While you are in dim light or darkness you emit an aura of fear and sadness, any creature that moves within 5 feet of you must make a charisma saving throw against your spell DC or become frightened of you till then end of its next turn. On a success or a fail the creature is immune to this feature for the next 24 hours. This invocation if affected by the Edelwood Sprigs feature The Forgotten Treasure Rusted Tools Prerequisite: The Forgotten Treasure, Pact of the Blade When you make an attack with your pact weapon you can chose to coat the weapon in rust, meaning that on a hit the target must make a constitution saving throw against your spell save DC or become poisoned until the end of your next turn. On a miss, however, the weapon breaks and you must summon it again. Tra Prere You that d may r For Prere At Treas corre creat Amu Prere You Forgo use th reach The Prere You for yo check would Slip Prere You bonu Rein Prere On profic have This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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