Contents

CONTENTS

More Warlock Patrons

Hello fellow reader. In this supplement I have created three new otherworldly patrons, as well as adding a new pact boon, the pact of the body. All of these patrons have a connection with at least one of the playable races, so I tried my best to create synergies between the race and patron, instead of giving the same features which you would gain by playing the race.

As for the pact boon, I felt like the 3 existing pact boons didn't fill the complete spectrum, so I made one focused on the powers one could gain, and give, by changing ones body to a version more akin to their patron. They can even grant a part of their powers to another creature, effectively creating a pact inside a pact.

Warning:

This class uses spells and information obtained out of Volo's Guide to Monsters and Xanathar's Guide to Everything. As such, you may need to search the web or obtain these books when I refer to one of these.

Spells from Xanathar's Guide to Everything will have an (°) next to them.

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron
feature. The following options are available to a warlock,
in addition to those offered in the Player’s Handbook and Xanathar's Guid to Everything: the Ancient Dragon, the Serpent God and the Queen of Spiders.

The Ancient Dragon

While most people who do make a bargain with a strong dragon become sorcerers, often cursing their descendants in the process, you made a different pact with this entity. This pact gives you less power, but you instead gain knowledge about these powers, instead of just having them. Ancient dragons are very careful and don't make a lot of pacts in their lifetime, so you shouldn't take it lightly. After all, you don't want to anger the one being that granted you this power. Any ancient dragon in your world is powerful enough to forge a pact, but you might even have made a pact with Tiamat, The Dragon Queen, or Bahamut, the King of Good Dragons.

Expanded Spell List

The Ancient Dragon lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ancient Dragon Expanded Spells
Spell Level Spells
1st chromatic orb, absorb elements (°)
2nd dragon's breath (°) , scorching ray
3rd fireball, lightning bolt
4th Vitriolic Sphere (°), ice storm
5th cone of cold, dominate person

Draconic Influence

Starting at 1st level, you can speak, read and write Draconic. Additionally, your patron grants you a boon depending on their damage type. Please keep in mind that these are only the most common of dragon species. Ask your DM if there are any other species in your world.

Whenever you cast a damaging spell, you may decide to change the damage type to the type of your dragon patron.
(See the table).

Once you use this feature, you can't use it again until
you finish a short or long rest.

Dragons Fear

Starting at 6th level, you may channel the fearsome presence of the dragons through your body. As an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn. Creatures frightened in this way believe you are an ancient dragon and must move as far away from you as possible during their turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Elemental Protection

Starting at 10th level, you gain resistance against the damage type of your patron. If you already have resistance to that damage type, you instead gain immunity to that damage type. Damage from magical weapons ignores this trait.

 

Ancient's Breath

Starting at 14th level, you have finally learned how to breath destructive energy like your patron. As an action, you may exhale destructive energy. Your draconic influence determines the size, shape, and damage type of the exhalation.

When you use this feature, each creature in the area of exhalation must make a saving throw against your warlock spell save DC, the type of which is determined by your draconic ancestry. A creature takes 10d8 damage on a failed save, and half as much damage on a succesful one.

You must finish a long rest before you can use this feature again.

Dragon Patron
Dragon Damage Type Ancient's Breath
Black Acid 5 by 60 ft. line (Dex. Save)
Blue Lightning 5 by 60 ft. line (Dex. Save)
Brass Fire 5 by 60 ft. line (Dex. Save)
Bronze Lightning 5 by 60 ft. line (Dex. Save)
Copper Acid 5 by 60 ft. line (Dex. Save)
Gold Fire 30 ft. cone (Dex. Save)
Green Poison 30 ft. cone (Con. Save)
Red Fire 30 ft. cone (Dex. Save)
Silver Cold 30 ft. cone (Con. Save)
White Cold 30 ft. cone (Con. Save)
MORE WARLOCK PATRONS

The Serpent God

Your patron is a god or being with a strong affinity to snakes. They are vile and cautious beings, often wanting to see the yuan-ti grow in power and might again. Keep in mind that they believe that humanoids, and even the lower castes, are disposable if this means a greater yuan-ti survives. The three main serpent gods are Dendar, Merrshaulk and Sseth, but there exist a lot more, although not as powerful as the main three.

Expanded Spell List

The Serpent Queen 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.

Serpent God Expanded Spells
Spell Level Spells
1st animal friendship, command
2nd animal messenger, suggestion
3rd bestow curse, spirit guardians
4th gaint insect, dominate beast
5th insect plague (they are snakes, not locusts), dominate person

Snake Corruption

Starting at 1st level, your patron has gifted you with great understanding over snakes. Through sounds and gestures, you can communicate simple ideas with snakes. Additionally, whenever you make a Charisma check when interacting with snakes or snake-likes (Yuan-Ti, etc.) your proficiency bonus is doubled if it applies to the check.

Lastly, your eyes gain a slight reptilian look and your tongue becomes forked. Only yuan-ti will notice these changes, making them treat you like a purebrood.

 

Patron's cunning

Starting at 6th level, your patron has gifted you with otherworldy power. Depending on which patron you have, you gain a different feature:

Mind Whisperer

Your are blessed by Sseth. When you reduce an enemy to O hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level.

Nightmare Speaker

Dendar has given you the power to invoke nightmares. As an action, you can tap into the nightmares of a creature you can see within 60 feet of you and create an illusory, immobile manifestation of the target's deepest fears, visible only to that creature. The target must make a Intelligence saving throw against your spell save DC. On a failed save, the target takes 1dl0 psychic damage and is frightened of the manifestation, believing it to be real. You must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to l minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 1dl0 psychic damage on a failure.

You must finish a short or long rest before you can use this feature again

Pit Master

Merrshaulk has learned you how to put other creatures in a deep slumber. As an action, you target up to five creatures that you can see within 60 feet of you. Each target must succeed on a Constitution saving throw against your spell save DC or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.

You must finish a short or long rest before you can use this feature again.

Snake Body

Beginning at 10th level, the amount of snake blood coursing through your body has made you immune to poison and the poisoned condition. Additionally, you can shed your skin as a bonus action to free itself from a grapple, shackles, or other restraints. If you spend l minute eating your shed skin, you regains hit points equal to 2 times your Charisma modifier + your warlock level. You must finish a long rest before you can use this feature again.

Ophidiophobia Aura

Starting at 14th level, you can invoke a strong fear for snakes in someone. As an action, you can target any number of creatures other than a snake or a yuan-ti within 30 feet of you. These creatures must make a Wisdom saving throw against your spell save DC or become frightened of snakes and yuan-ti for 1 minute. You can decide if the targets see you as a yuan-ti or not. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you used this feature, you can't use it again until you finish a long rest.

MORE WARLOCK PATRONS

The Spider Queen

Your patron is a Yochlol or another creature with a
strong affinity to spiders. These beings often strive
chaos and as such may be whimsical. Most of these
also strive destruction of surface-dwelling races, even
if you strive against those aims. Creatures powerful
enough to grant a pact include yochlol, very strong drow priestesses and maybe even Lolth herself or any other
god of the dark seldarine pantheon.

Expanded Spell List

The Spider Queen 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.

Spider Queen Expanded Spells
Spell Level Spells
1st animal friendship, ray of sickness
2nd animal messenger, web
3rd bestow curse, spirit guardians
4th gaint insect, dominate beast
5th insect plague (they are spiders, not locusts), dominate person

Spider Connection

Starting at 1st level, your spider knowledge gives you the upper hand in all kinds of spidery situations. Through sounds and gestures, you can communicate simple ideas with spiders. Additionally, you ignore movement restrictions caused by webbing and while you are in contact with a web, you know the exact location of any other creature in contact with the same web, as if having the web walker and web sense trait.

Paralyzing Poison

Starting at 6th level, you have learned to convert the poison affecting a creature into that of a giant spider. If a creature, that took poison damage by you since the start of you last turn, falls unconscious, you may poison the target for 1 hour. The target is stable while poisoned in this way, even after regaining hit points, and is paralyzed while poisoned in this way.

Once you use this feature, you can't use it again until you finish a short or long rest.

Poisoned Body

At 10th level, you have been poisoned so many times you don't even feel the effects anymore. You are immune to poison and the poisoned condition. Additionally, whenever you would take poison damage, you store some of that poison in your body, allowing you to use paralyzing poison again without finishing a short or long rest.

 

Create Draeghloth

Starting at 14th level, your patron has told you the secret ritual used to make a draeghloth. You may take one minute to spin a cocoon around a creature paralyzed by your poison, after which your patron will start converting this creature in a draeghloth.

This process takes 8 hours, after which the draeghloth will hatch. A draeghloth hatched in this manner is charmed by you as if being under effect of the dominate monster spell.

Every 24 hours, the draeghloth may make a Wisdom saving throw against your spell saving DC, ending the effect on a success. When this happens, it decides if it keeps following you depending on how you treated it during the period.

Only one draeghloth can be charmed by you at any time.

See Volo's Guide to Monsters page 132-133 for additional information about the chitines and choldriths alongside their statblock.

Also see Volo's Guide to Monsters pages 92-102 for more information about the yuan-ti and their mentality and pages 202-206 for the different types of worshipers, as depicted in the 6th level feature.

MORE WARLOCK PATRONS

Pact Boon

At 3rd level, your otherworldly bestows a gift upon you for you loyal service. The following option is available to a warlock, in addition to those offered in the Player's Handbook and Xanathar's Guide to Everything: the Pact of the Body.

Pact of the Body

You learn the barkskin spell and can cast it on yourself at will, without expending a spell slot or material components. You also don't need to concentrate when casting barkskin on yourself.

In addition, when you cast barkskin on a creature, they can benefit from any invocation you have. If an invocation states that you need to use a warlock spell slot, the partner must have access to one himself.

Lastly, when you cast barkskin on a creature (including yourself), they count as being a creature of your patrons type instead of humanoid.

Your Pact Boon

The natural weapons gained from the Pact of the Body Pact Boon option reflect your patron's nature.

The Pact of the Body

When under the effect of barkskin your body changes to a version closely resembling your patron. If your patron is the Archfey, your skin may appear rough and bark-like. Warlocks serving the Fiend may grow small horns and sharper nails, while those following the Great Old Ones may have an extra unblinking eye or a pair of tentacles somewhere on their body. Those following the Celestial may look like they are always in direct sunlight, while the Hexblade often marks his followers by making their body look metallic. The warlocks serving the Ancient Dragon or the Serpent God grow scales all over their body, while those following the Queen of Spiders grow a set of extra eyes alongside a great amount of tiny hairs on their skin.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options 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 this class

Beguiling Defense

Prerequisite: 5th level, Pact of the Body feature

When the barkskin spell is cast on you, you can add your Charisma modifier (max 3) to your AC.

PACT OF THE BODY

Credit where credit is due

Creator:

This supplement was made by /u/-magierpichu

Artists:

Page one: World of Warcraft art#5 by Dan Scott https://danscottart.format.com/world-of-warcraft-art#5
Page three: Joseph, the Ancient dragon by Mike Azevedo https://www.artstation.com/artwork/lVQlO
Page four: Unknown. Possibly from Magic The Gathering?
Page five: League of legends: Elise by Kytru https://www.deviantart.com/art/League-of-legends-Elise-337726770
Page 7: Dryad by DrFaustus3 https://drfaustus3.deviantart.com/art/Dryad-500592152

Devil's Wings

Prerequisite: 15th level

You can cast the fly spell once at third level without expending a spell slot or material components. You must finish a short or long rest before you can do so again.

Eldritch Reserve

Prerequisite: 9th level

The first spell casted using your pact magic feature doesn't expend a spell slot. You must finish a long rest before you can do so again.

Otherworldly Beauty/Horror

Prerequisite: 15th level, Pact of the Body feature

Whenever a creature, that is under the effects of the barkskin spell, charms or fears another being, the being is also charmed or feared by the other creatures under the effect of the barkskin spell casted by the same caster.

In addition, whenever a creature under the effect of barkskin must make a saving throw against being charmed or feared, you may use your reaction to grant advantage on that saving throw.

Wicked Claws

Prerequisite: Pact of the Body feature

You grow a pair of natural weapons, dealing 1d6 piercing, slashing or bludgeoning damage.

Unearthly Connection

Prerequisite: 9th level, Pact of the Body feature

When you cast the barkskin spell on a creature, you gain a telepathic link with it up to 1 mile.

In addition, you don't need to concentrate on the barkskin spell anymore and the duration is 8 hours.

Venomous Bite

Prerequisite: 7th level

Choose one damage type, whenever you deal damage using that damage type, you can choose to deal poison damage instead.

ELDRITCH INVOCATIONS