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Published by archangel777, 2023-02-16 15:44:22

D&D 5e Of Warlocks and Patrons

D&D 5e Of Warlocks and Patrons

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Marco Bertini and Marco Fossati and published under the Community Content Agreement for Dungeon Masters Guild.


Introduction W arlocks have appealed to us since they were first designed. The pact between warlocks and their patrons is a powerful inspiration for roleplaying. Before we even started publishing for the DM’s Guild, we were planning to create a volume that would investigate the exciting roleplaying opportunities provided by warlocks. Of Warlocks & Patrons is the result of months of research and gameplay. We hope you’ll enjoy it! Overview This volume aims to investigate the relationship between warlocks and their patrons, from the relationship’s inception to the myriad developments that could occur during a campaign. Two new patrons are presented, as well as some new invocations. You’ll also find some new monsters related to each type of patron in the appendices. The book contains the following chapters: Chapter 1: Relationship Between Warlocks and Patrons Chapter 2: New Patrons Chapter 3: New Eldritch Invocations Chapter 4: New Backgrounds Appendix A: Rites to Contact Your Patron Appendix B: New Monsters Credits Lead designer: Marco Fossati Writer: Marco Fossati Art Director: Marco Bertini Graphic designer and layout: Marco Bertini Editor: Simon Collins Cover Art: Leonardo Borazio Internal Art: Bruno Balixa, Fantasy Landscape.1. Daniel Comerci – danielcomerci.com. Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Forrest Imel. Graindfailure. The Dungeon Masters Guild was used as source for some of the art. All art taken from there is owned by Wizards of the Coast and is used with permission under the Community Content Agreement for the Dungeon Masters Guild. The logo was created by Luca Maiorani. Playtesters: Andrea "Lattuga" Donato, Andrea "Pupazzo" Grassi, Gianpiero "Gianpy" Grassi, Vincenzo "Vinx" Loseto, Donato "Natto" Petriccione, Luca "Lupi" Pinato, Christian "Chichino" Rezzano, Luca "Luchino" Rubino, Riccardo "Ricky" Volpi Special Thanks to: Venti di Ruolo, Alessio Annaloro, Alessandro Fierro, Andrea Caramia Created with Homebrewery. On the Cover Gupta's fiery hands are a gift from her patron. Be careful when reading this guide: we are not responsible for any odd effect to your body.


Contents 3 5 5 6 7 5 7 8 11 7 13 13 16 19 21 21 22 23 23 23 24 24 25 26 26 27 25 28 29 30 31 32 33 Introduction and Credits.................................... Chapter 1: Relationship Between Warlocks and Patrons What Lies Behind ..................................................................... Backstory ................................................................................. Purpose .................................................................................... Methods ................................................................................... What Lies Beyond ..................................................................... Connections ............................................................................ Communication Channel..................................................... Repaying Debts .................................................................... Chapter 2: New Patrons The Elemental Lord ............................................................... The Spirit................................................................................. Chapter 3: New Eldritch Invocations Chapter 4: New Backgrounds The Chosen.............................................................................. Cultist........................................................................................ Appendix A: Rites to Contact Your Patron Action or Ritual ....................................................................... Downtime ................................................................................. Appendix B: New Monsters Elder-touched .......................................................................... Elemental Lord Adept ........................................................... Air Elemental Lord Adept ................................................. Earth Elemental Lord Adept ............................................ Fire Elemental Lord Adept ............................................... Water Elemental Lord Adept ............................................ Ghastly Warlock...................................................................... Infernal Champion................................................................. Leprechaun .............................................................................. Master of Daggers .................................................................. Shadowguard .......................................................................... Valkyrie .....................................................................................


Chapter 1: Relationship Between Warlocks and Patrons T he world and its echoes are but motes in the eye of a far grander, if more terrifyingly incomprehensible, vista. You are unafraid, nay eager, to risk even madness unending, if only you can learn the underlying truth of existence. – Rendoran, Sorcerer-King of Lymen The relationship with your patron is a powerful tool for roleplaying. In this chapter, you’ll find many suggestions on how to explore it in greater depth. What Lies Behind Before the campaign or adventure started, what happened between you and your patron? How did you meet? Why did you collaborate? How was your pact formed? The tables below focus on the foundations of your relationship with your patron to help develop these ideas. Backstory When did you meet your patron for the first time? Did you search for a patron, or did your patron come looking for you? Where did you meet up? Warlocks aren’t born; it is their first encounters with their patrons that shape who they will become. It’s one of the most critical events in your character’s life, so you should explore it in detail as it can become a crucial source for campaign plots. Backstory 1d6 Backstory 1 Family Ties. Your patron is somehow related to your family. 2 Fate. You literally stumbled upon your patron. 3 Chosen. Your patron specifically chose you. 4 Research. You searched for your patron until you found them. 5 Ancient Fellowship. You and your patron are somehow related to the same brotherhood. 6 Curse. You triggered something that established contact between you and your patron. Ancient Fellowship You are a member of the same group your patron once was. Maybe they were a near-mythical, ancient member of your faction that later became a powerful entity, or perhaps they had merely concealed themselves, incognito, within the 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 longdead 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 longlost item, or you became lost in a forest or a cave and encountered your patron there. 5 CHAPTER 1 | WARLOCKS AND PATRONS


Research You had heard of your patron and the powers they could grant and decided to seek them out for the favors they could bestow. Maybe you heard rumors from folk tales, a snippet from a lecture, or found hints in ancient books. You met your patron by accident. Maybe you found a long-lost item, or you became lost in a forest or a swamp and encountered your patron there. Purpose The Dream Whisperer pays more attention to the world than any other of its ilk. It might have a plan and a part to play in the world’s final destiny. The relationship between patron and warlock is very similar to that of a master and apprentice. The warlock usually seeks arcane knowledge, but why does the patron teach its powers to a creature of lower stature? The 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 1d6 Backstory 1 Your patron saw you as the hero they were awaiting. 2 You somehow tricked the patron into teaching you their powers. 3 A god forced the patron to teach you their powers. 4 Your patron has a patron itself, and they did as ordered. 5 You saved the life of your patron, and they exchanged the favor. 6 Your patron is cursed. They must teach their powers to anyone they meet. Knowledge for Knowledge’s Sake Your patron enjoys the role of master and teacher. Each time they find a suitable candidate, they share their knowledge with enthusiasm. It could be a way to increase the number of their disciples, or maybe it’s just because they enjoy the sharing of knowledge. Long-Term Goal Your patron has their own agenda and sees you as a tool to reach their goals. Your patron couldn’t compel you but invites you—with varying frequency—to move further towards their goals. The table below gives you some suggestions about patrons’ common goals. Patron's Goal 1d6 Backstory 1 Your patron wants to harvest as many souls as possible. 2 Your patron wants to retrieve a long-forgotten powerful artifact. 3 Your patron is looking for a way back to your plane. 4 Your patron is guarding a powerful magic item and doesn’t want it found by other people. 5 Your patron is looking for a way to achieve godhood. 6 Your patron wants to destroy a powerful ancient enemy. Slavery Your patron thinks about you as one of their slaves. Either they have a kind of control over you, or just pretends to. Either way, they consider themselves your master and that you must obey them reverentially. Successor Your patron will eventually die. Since they don’t want their knowledge to die with them, your patron has decided to pass their knowledge on to other beings, hoping that someday one of them will take their place. 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? 7 CHAPTER 1 | WARLOCKS AND PATRONS


In order to contact your patron, you may need to perform a rite. Examples of rituals are provided in Appendix A. Connections 1d4 Patron-Warlock Communications 1 Your patron doesn’t want to communicate with you and refuses any chance to connect. 2 Your patron doesn’t want to be disturbed regularly but sometimes grudgingly accepts communication with you. 3 Your patron engages in communication with you regularly. 4 Your patron actively tries to communicate with you. Communication Channel What is the communication channel between you and your patron? The table below gives you some suggestions. Often, a patron uses more than one method. Connections 1d6 Patron-Warlock Communications 1 Omens 2 Signs 3 Messengers 4 Telepathy 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. Archfey's Messengers 1d8 Creature 1 Dryad 2 Any hag 3 Pixie 4 Sprite 5 Eladrin** 6 Redcap* 7 Darkling* 8 Leprechaun*** *Volo’s Guide to Monsters **Mordenkainen’s Tome of Foes ***New monster; see Appendix B Celestial's Messengers 1d6 Creature 1 Pegasus 2 Unicorn 3 Ki-rin* 4 Deva 5 Any elf 6 Valkyrie** *Volo’s Guide to Monsters **New monster; see Appendix B 8 CHAPTER 1 | WARLOCKS AND PATRONS


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 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 Great Old One's Messengers 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 9 CHAPTER 1 | WARLOCKS AND PATRONS


Hexblade's Messengers 1d6 Creature 1 Wereraven+ 2 Darkling* 3 Champion* 4 Shadar-kai, shadow dancer** 5 Nightwalker* 6 Master of daggers*** +Curse of Strahd *Volo’s Guide to Monsters **Mordenkainen’s Tome of Foes ***New monster; see Appendix B Spirit's Messengers 1d6 Creature 1 Ghost 2 Specter 3 Any hag 4 Mage 5 Wraith 6 Ghastly warlock* *New monster; see Appendix B Undyng's Messengers 1d6 Creature 1 Wight 2 Priest 3 Necromancer* 4 Flameskull 5 Cultist 6 Shadowguard** *Volo’s Guide to Monsters **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 1d8 Item 1 Earring 2 Crystal sphere 3 Scroll upon which the words appear magically 4 Circlet 5 Armband 6 Torc 7 Ring 8 Pearl Omens Your patron communicates with you through omens, dreams, and other similar things. Messages can be either explicit or obscure, according to the patron’s will and disposition. 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 Lord* Any magical spell related to the patron’s element Fiend Magical fires, erupting lava, pyrotechnics Great Old One skywrite** , hunger of Hadar, dissonant whispers Hexblade thunderclap** , thunderwave Spirit* moonbeam, shatter, web Undying darkness, fog cloud *New patron; see Chapter 2 **Xanathar’s Guide to Everything Natural Signs Patron Signs Archfey Puffs of wind, flower blossom, wild animals Celestial Rainbows, rays of light, unicorns Elemental Lord* Natural phenomenon of the patron’s element Fiend Fires, earth tremors Great Old One Shining stars, rain, lightning Hexblade Thunder, lightning Spirit* Puffs of wind, rays of light, fog Undying Fungi, earth tremors, fog *New patron; see Chapter 2 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 T here are times when the unseen can be even more dangerous than what our eyes behold... The following new patron options are available to a warlock: The Elemental Lord and The Spirit. The Elemental Lord Earth, water, fire, and wind. Where there is energy, there is life. Your patron is a powerful being from the Elemental Planes. You have bound yourself to an elemental lord. Your pact with that being allows you to master the powers of the element associated with your patron’s native plane. Suitable patrons are Imix, from the Plane of Fire, Orgremoch from the Plane of Earth, Olhyndra from the Plane of Water, and Yan-C-Bin from the Plane of Earth. Alternatively, in a Forgotten Realms campaign, Akadi from the Plane of Air, Grumbar from the Plane of Earth, Kossuth from the Plane of Fire, and Istishia from the Plane of Water, are also available. The powers you gain are slightly different, depending on your patron’s element. Patron Marks 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. Elemental Lord's Mark 1d4 Backstory 1 Your skin is unnaturally red (fire), brown (earth), blue (water), or transparent (air). 2 When you cast a warlock spell, pieces of your patron’s element spring from your mouth or hands. 3 Those touched by you feel extreme heat (fire), cold (water), roughness (earth), or daintiness (air). 4 When you cast a warlock spell, sometimes tiny elementals briefly appear around you. Expanded Spell List The elemental lord 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. 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 13 CHAPTER 2 | NEW PATRONS


Water Elemental Lord Expanded Spells Spell Level Spells 1st chromatic orb (only cold), ice knife 2nd Snilloc’s snowball swarm+, pass without trace 3rd tidal wave+, wall of water 4th ice storm, watery sphere+ 5th cone of cold, maelstrom+ +Xanathar’s Guide to Everything 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 Elemental Patron Damage Air Thunder Earth Bludgeoning Fire Fire Water Cold Elemental Language At 1st level, you gain the ability to speak, read, and write your patron’s language, according to the table below. Language Elemental Patron Language Air Auran Earth Terran Elemental Patron Language Fire Ignan Water Aquan Elemental Aura At 6th level, you gain the ability to surround yourself with elemental powers. The effect of this feature depends on your elemental patron, as described below. Once you use this feature, you cannot use it again until you finish a long rest. Air. As an action, you summon a 10-foot-radius sphere of strong wind, centered on you, which lasts for 1 minute or until you dismiss it. When a creature enters the sphere, it must roll a Strength saving throw. The DC is equal to your 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. 15 CHAPTER 2 | NEW PATRONS


Water. As an action, you summon a 15-foot-radius sphere of water, centered on you, for 1 minute. You can breathe normally inside the sphere. A creature that enters the sphere must hold its breath as long as it remains in the sphere if it can’t breathe underwater. Weapon attacks against you have disadvantage, and you gain resistance to all nonmagical damage. You can dismiss the sphere at will. Aspect of the Elements At 10th level, you gain some aspects typical of your elemental lord patron. Air. Air is no longer a mystery for you. With your normal movement, you can cross ditches, chasms, and similar without any help or magical means, as long as you start and finish your movement on a solid surface. As a bonus action, you gain flying movement of 30 ft. for 1 minute. Once you use this feature, you cannot use it again until you take a short or long rest. Earth. You can freely pass through nonmagical walls that are up to 1 foot thick. As a bonus action, you are immune to all nonmagical damage and gain resistance to all magical damage until the end of your next turn. Once you use this feature, you cannot use it again until you take a short or long rest. Fire. As an action, you take the shape of a fire elemental for 1 minute. The DM has the statistics for that creature. You can revert to your normal shape with a bonus action. After you use this feature, you can’t use it again until you finish a long rest. In all other aspects, this feature is identical to the druid’s Wild Shape feature, as described in the Player’s Handbook. Water. You gain a swimming speed of 40 ft. and can breathe normally underwater. Additionally, your shape is fluid and malleable. You can enter a hostile creature’s space and move through it, and you can move through a space as narrow as 1 inch without squeezing. Elemental Fury At 14th level, you gain the ability to channel elemental destructive powers, causing great havoc and damage. Air. As an action, you choose a point you can see within 90 feet of you. A 30-foot-radius sphere of hurricane winds appears there. All creatures in the area of effect must roll a Strength saving throw. The DC is equal to your spellcasting DC. They take 10d12 bludgeoning damage on a failed save and are knocked prone, 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. Earth. As an action, choose a point you can see on the ground within 90 feet of you. An earthquake begins, creating small cracks in the ground in a 30-foot radius centered on the point you have chosen. All creatures in that area must roll a Strength saving throw. They take 10d12 bludgeoning damage on a failed save and are knocked prone, 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. 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


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, 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 nonundead 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.


Chapter 3: New Eldritch Invocations T he world doesn’t end with water, fire, or cold. I’ve divined the coming apocalypse. It ends with tentacles. – Prophecy of Deimos At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to those in the Player’s Handbook and Xanathar’s Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in the warlock class. Affinity with Magic Items Prerequisite: 7th level You can attune to up to four magic items. Arcane Conversion Prerequisite: 14th level, Pact of the Tome feature You may choose to associate your Mystic Arcanum with a lower-level spell that you know. Armor of Blades Prerequisite: 12th level, Pact of the Blade feature You can cast blade barrier 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. Call from the Grave 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. Otherworldly Swiftness Prerequisite: Pact of the Blade feature You add your Charisma bonus to your initiative checks. Poisonous Touch Make a melee spell attack against a creature you can reach. 19 CHAPTER 3 | ELDRITCH INVOCATIONS


On a hit, the target takes 1d6 plus your Charisma modifier poison damage. That creature is also poisoned until the end of its next turn. 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 invocation, you can’t use it again until you finish a long or shor rest. 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. 20 CHAPTER 3 | ELDRITCH INVOCATIONS


Chapter 4: New Backgrounds T wo new backgrounds are presented here that you can use in addition to those included in the Player’s Handbook. Though they’re designed principally for the warlock class, you can easily adapt them to any class you want. The Chosen I was born on the slopes of Mount Emberstare during an eclipse, when the moon turned as red as blood. You have been chosen to play an important part in the history of your plane, or perhaps the whole multiverse. Prophecies have been told about your coming. Portentous signs may have heralded your birth, or maybe you discovered your fate at a young age. Now, you are at the beginning of a quest that will change the world. Can you bear that heavy burden? Are you alone in your quest, or do you seek allies? Do you refuse your destiny and flee from it? Are you ready to sacrifice yourself to fulfill the prophecy? Or perhaps what you were told at such a young age was just a hoax, and you are nothing more than a common mortal? Skill Proficiencies: Two of your choice Tool Proficiencies: Disguise kit Languages: One of your choice from Celestial, Fey, Infernal, or Abyssal Equipment: A token or a sheet that indicates your destiny, a pouch with 50 gp, a book of prophecies about you Feature: Your Destiny Follows You! The doves? They come and go as they please. By my patron’s wisdom, the doves will watch over me until the day of the Great Rift. You’re famous, and many people recognize you. Maybe you bear some recognizable marks or your looks are very similar to a hero from popular tales. However, you are warmly welcomed by most people you meet and easily find shelter and food. However, you can also become an easy target for agents of forces that work against your prophecy. 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. d6 Ideal 1 Duty. I’ll do anything to confirm the prophecies. (Lawful) 2 Desertion. Even if the prophecies are true, I don’t think I can save the world. (Any) 3 Obligation. I’m a chosen hero. I must lead by example. (Good) 4 Pride. I will save the world, and the world must obey me. (Evil) 5 Humility. I am but a servant of superior powers. (Good) 6 Fate. I accept my fate, and I am led by it. (Neutral) d6 Bond 1 I am ready to die to save the world. 2 I tend to remain alone because I don’t want to risk 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. 6 My desires count as nothing compared to the world’s destiny. d6 Flaw 1 I’ve been told since a tender age that I’m superior to others, and I believe it to be so. 2 I cannot make any decision alone. I must always take counsel from my superiors. 3 I always tend to lead a group because I’m the hero. 4 I consider myself invincible, since my destiny is to save the world. 5 I think everyone loves me, even if they tell me the contrary. 6 I always talk about my destiny, even on inappropriate occasions.


Cultist Look, I was once an ordinary fellow like you. But during the Shrieking Plague, I found a source of power I’d never imagined. Or perhaps it found me. You are part of a cult that follows some ancient power, monstrosity, or other powerful being appropriate to your world. Perhaps you were born into it because your parents were also members of the cult, or you joined it later for one reason or another. Maybe it was merely a lust for power and money, or you were looking for a group that could make you feel part of something greater. Skill Proficiencies: Arcana, Religion Tool Proficiencies: Torturer’s kit Languages: One of your choice from Infernal, Abyssal or Deep Speech Equipment: Traveler’s clothes, a token that is your cult’s identification sign, a ritual dagger, a small ritual book about your cult, a pouch with 25 gp Feature: Your Cult Walks With You Your affiliation with the cult makes it easy to recognize other cult members or even those affiliated to other cults. You can find shelter among the members of your cult, and you can ask for their aid. However, the cult can also ask you to do favors for it. Suggested Characteristics The tattoo means I was a member of the Six-Fingered Hand. You’ll notice I said “was” a member. Cultists may be obsessed with the being they follow or may be fearful of it. Some of them are solitary and tend not to blend with the common folk, while others are erudite scholars who love to talk. d6 Personality Trait 1 Nightmares of what I have experienced in rites haunt me regularly. 2 I see dark omens, even in typical daily activities. 3 I tend to believe that every person also has a secret life unknown to others. 4 I expect to be murdered by my cult when they don’t need me anymore. 5 I feel guilty for my acts, and I seek atonement through physical suffering. 6 I indulge in gambling or drinking to forget what I’ve done. d6 Ideal 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. 22 CHAPTER 4 | NEW BACKGROUNDS


Appendix A: Rites to Contact Your Patron T his appendix provides options for contacting a patron in your campaign. Action or Ritual The rules for action or ritual are most suitable when your patron is open to communicating with you. Action As an action, you can seek contact with your patron, asking for counsel. Make a DC 15 Charisma check. On a successful roll, your patron will answer you within 1 minute, using one of the methods presented in Chapter 1, according to the patron’s behavior and mood. Add 5 to the DC for each further time that you try to contact your patron before you finish a long rest. Ritual You take 10 minutes to prepare a rite to contact your patron. Make a DC 15 Charisma check. On a successful roll, your patron will answer you within 1 minute, using one of the methods presented in Chapter 1, according to its behavior and mood. Once you have completed the ritual, you must finish a long rest before you can try the ritual again. Failure On a failed roll, your patron is annoyed and sends a warning to show its disappointment. The table below gives you some examples of warnings. Patron's Warnings d6 Warning 1 Your patron sends a psychic charge to your brain. You take 5 (1d10) psychic damage. 2 Your patron sends a magical or natural sign to show their displeasure. 3 Your patron simply refuses to answer your call. 4 Your patron tells you that they’re busy and doesn’t want to be disturbed for now. 5 Your call angers your patron. You lose a spell slot. If you have consumed all of them already, after your next rest you can’t recover one of your slots until you rest again. 6 Your patron is irritated by your call. They give a false answer to one of your questions. Downtime You can decide that, in your campaign, contacting a patron is best suited for a downtime activity. The following, presented according to the revised rules in Xanathar’s Guide to Everything, provides downtime rules for locating information or items. Contacting Your Patron Contacting a patron requires time and money. Even then, there’s no guarantee your patron will answer your call. Resources. Typically, you must collect items that are alluring to your patron. Researching and buying them costs 100 gp and takes a week. Spending more time and money increases your chance of contacting your patron. Resolution. After one week, make a Charisma check with a +1 bonus per additional 100 gp and week spent beyond the initial cost, to a maximum of +6. Determine how quickly your patron responds by using the Finding Mediums: Outcomes table below: Check Total Finding Mediums: Outcomes 1-10 Your patron refuses to answer you. 11-15 Your patron has no time to answer your call but sends you a messenger that arrives within 24 hours. 16-20 Your patron appears to you within 24 hours, answering your questions. 20+ Your patron appears to you within 1 hour, answering your questions. They are happy to hear from you—you gain inspiration. Complications. There are many risks associated with 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. Every week spent trying to contact your patron brings a 10% chance of a complication, which can be resolved using the Contacting the Patron: Complications table below. d8 Contacting Your Patron: Complications 1 You anger your patron. For the next 24 hours, any spell that damages a target does the minimum possible damage. 2 Law enforcers question you about your research and may try to arrest you. 3 A messenger from your patron gives you a quest*. 4 A local church sends its agents to arrest you. 5 A dark cult of another powerful being offers you membership. 6 A wizard seeks you out to learn more about your patron. 7 Cultists of another being hunt you*. 8 A crime ring targets you for extortion. *Might involve a rival 23 APPENDIX A


Appendix B: New Monsters T his 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. 24 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 APPENDIX B


Elemental Lord Adept Adepts of the Elemental Lord gain their powers through a magical pact forged with lords of the Elemental Planes. These creatures often associate with elementals or cultists devoted to these entities. Four are presented here, one for each of the primary elements. Air Elemental Lord Adept Medium humanoid (any race), any alignment Armor Class 13 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 Adept Medium humanoid (any race), any alignment Armor Class 12 Hit Points 90 (12d8+36) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 10 (0) 10 (0) 18 (+4) Skills Arcana +3, Athletics +5 Saving Throws Wis +3, Cha +7 Senses passive Perception 10 Languages Common, Terran 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 bludgeoning 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, mage hand, magic stone+, minor illusion 1st-5th level (three 5th level spell slots): armor of Agathys, barkskin, earthbind+, erupting earth+, grease, hold monster, Maximillian’s earthen grasp+, stone shape, stoneskin, wall of sand+, wall of stone Actions Elemental Aura (1\day). The adept’s skin becomes hard as stone for 1 minute or until dismissed. The adept is immune to poison damage and gains resistance to all nonmagical damage. The adept can end the effect at will. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage +Xanathar’s Guide to Everything Fire Elemental Lord Adept Medium humanoid (any race), any alignment Armor Class 12 Hit Points 90 (12d8+36) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 10 (0) 10 (0) 18 (+4) Skills Arcana +3, Deception +7 Saving Throws Wis +3, Cha +7 Senses passive Perception 10 Languages Common, Ignan 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 fire 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): create bonfire+, eldritch blast, green-flame blade** , minor illusion 1st-5th level (three 5th level spell slots): burning hands, continual flame, fireball, fire shield, flame arrows+, flame strike, flaming sphere, hellish rebuke, immolation+, suggestion, wall of fire Actions Elemental Aura (1\day). Flames erupt from the adept’s body for 1 minute. A creature that ends its turn within 5 feet of the adept must roll a DC 15 Constitution saving throw. On a failed save, that creature takes 2d6 fire damage or half as much damage on a successful one. The adept becomes immune to fire damage. The adept can end the effect at will. Dagger. Melee or Ranged Weapon Attack: +5 to 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


27 Water Elemental Lord Adept Medium humanoid (any race), any alignment Armor Class 12 Hit Points 90 (12d8+36) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 16 (+3) 10 (0) 12 (+1) 18 (+4) Skills Arcana +3, Religion +3 Saving Throws Wis +4, Cha +7 Senses passive Perception 11 Languages Common, Aquan 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 cold 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): chill touch, eldritch blast, mage hand, minor illusion 1st-5th level (three 5th level spell slots): blink, cause fear, cone of cold, hex, ice knife+, ice storm, maelstrom+, pass without trace, Snilloc’s snowball storm+, tidal wave+, wall of water+, watery sphere+ Actions Elemental Aura (1\day). The adept summons a 15- foot-radius sphere of water, centered on it, for 1 minute. The adept can breathe normally inside the sphere. A creature that enters the sphere must hold its breath as long as it remains in the sphere if it can’t breathe underwater. Weapon attacks against the adept have disadvantage, and the adept gains resistance to all nonmagical damage. The adept can 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


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. 28 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. APPENDIX B


Infernal Champion Infernal champions? I once fought against one of them. The most difficult thing was not overcoming its martial skills or finding a breach through its armor, but realizing it was an old friend of mine that died many years ago... ― Durnan, Owner of the Yawning Portal Inn in Waterdeep Infernal champions were once mortals that were tricked by devils into signing a hellish contract, usually just before a battle started, or even on the battlefield when they were at death’s door. Bounded Service. When they die, the contract with the fiend takes effect, and they become infernal champions in the eternal service of devils of some rank. Memories. The fiendish contract strengthens their martial ability and physical skills. However, an infernal champion can still remember their previous lives perfectly, and the moment when they signed the contract tortures them endlessly. 29 Infernal Champion Medium fiend, lawful evil Armor Class 20 (plate mail + shield) Hit Points 104 (11d8+55) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 10 (0) 10 (0) 13 (+1) Skills Athletics +9, Intimidation +5 Saving Throws Str +9, Con +9 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire, poison Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., passive Perception 10 Languages Infernal plus the languages it knew in 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


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. 30 Leprechaun Tiny fey, true neutral Armor Class 12 Hit Points 20 (8d4) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (0) 16 (+3) 12 (+1) 18 (+4) Skills Perception +3, Sleight of Hand +6 Saving Throws Charisma +6 Senses darkvision 60 ft., passive perception 13 Languages Common, Sylvan Challenge 1\4 (50 XP) Fey Ancestry. The leprechaun has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The leprechaun’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: druidcraft, mage hand, minor illusion, pass without trace, prestidigitation, produce flame, thaumaturgy, vicious mockery 3\day: invisibility Keen Hearing. The leprechaun has advantage on any Wisdom (Perception) check that relies on hearing. Magic Weapons. The leprechaun's weapon attacks are magical. Nimble Escape. The leprechaun can take the Disengage or Hide action as a bonus action on each of its turns. 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 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. 31 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


Shadowguard Shadowguards are minions that died or were sacrificed and now continue to serve the lich in undeath. They originally appeared in our Acererak’s Guide to Lichdom (https://www.dmsguild.com/product/293989). Rise from Sacrifice. Those sacrificed by the lich or its bleak necromancers find no peace in death and come back to serve their master for eternity. Not only Humanoids. Even goblinoid servants or other monsters can become shadowguards. Shadow Spirits. Shadowguards are incorporeal undead with bodies made from material taken from the Shadowfell. Each shadowguard resembles the shape of its original mortal body. Master Guardians. Shadowguards serve their master by guarding its lair against infiltrators and are often found leading shadows. They are skillful and attentive guardians, and can easily surprise unwary intruders. Undead Nature. A shadowguard doesn’t require air, food, drink, or sleep. 32 Shadowguard Medium undead, neutral evil Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 40 ft. STR DEX CON INT WIS CHA 10 (0) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (0) Skills Perception +8, Stealth +7 (+9 in dim light or darkness) Saving Throws Dex +7 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 18 Languages Common, plus any two other languages 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. APPENDIX B


Valkyrie Helmeted valkyries came down from the sky —the noise of spears grew loud—they protected the prince; then said Sigrun—the wound-giving valkyries flew, the troll-woman's mount was feasting on the fodder of ravens. ― Helgakviða Hundingsbana I Valkyries are female warriors that usually act as servants of higher powers. Often, they appear on a battlefield, escorting the battle-dead to the afterlife. Skillful Warriors. Valkyries are outstanding warriors, experienced both with ranged and melee weapons. Among the Mortals. Valkyries also appear as lovers of heroes and other mortals, where they are sometimes described as the daughters of royalty, sometimes accompanied by ravens, and sometimes connected to swans or horses. Psychopomps. Valkyries escort the dead warriors to the afterlife; many cultures believe they also choose who will survive and who will die in a battle. 33 Valkyrie Medium celestial, lawful neutral Armor Class 18 (studded leather, shield) Hit Points 102 (12d8+48) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 10 (0) 13 (+1) 16 (+3) Skills Insight +7, Perception +7 Saving Throws Str +7, Con +7 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened Senses darkvision 90 ft., passive Perception 17 Languages Common, Celestial Challenge 8 (3,900 XP) 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


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