Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to the options offered in the Players Handbook.
The Cosmic Entity
You made a pact with a being far beyond the boundaries of your home world. A creature, sometimes capable of even manipulating the very fabric of reality as it wishes. Yet, such entity seeks knowledge or way to influence your world.
Such patrons may include various cosmic bodies that have regained consciousness, beings of distant civilizations that have achieved perfection in manipulating space, or possibly incredibly powerful wizards traveling through many planes, such as Mordenkainen or great planeswalkers, such as Jace Beleren.
Expanded Spell List
The Cosmic Entity lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | Longstrider, Catapult |
2nd | Moonbeam, Warding Wind |
3rd | Daylight, Melf's Minute Meteors |
4th | Control Water, Greater Invisibility |
5th | Dawn, Telekinesis |
Riftwalk
When you choose this patron, at 1st level, you learn how to jump through rifts in the fabric of space when you use magic. Right before or after you cast a warlock spell of 1st level and higher, you can use your bonus action to teleport to an unoccupied space that you can see within a distance, equal to 5 times of a spell slot's level feet.
Planar Unity
Starting from the 6th level, your patron will give you the ability to interact with the interplanar layers of the world, so that you can freely manipulate the space around you.
You gain a flying speed of 15 feet, but you cannot fly higher than 15 feet above the surface. If you find yourself at an altitude higher than 15 feet, you will gradually descend, as if you was under the effect of the Feather Fall spell. You also gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
Also, you always know where the north is and you feel the flow of time in the current plan with an accuracy of an hour.
This feature is suppressed while you are in anti-magical zones, such as created by Antimagic Field spell.
Void Shield
Beginning at 10th level, you can shroud yourself with the void when you riftwalk. When you use your Riftwalk feature you gain resistance to damage from spells until the start of your next turn.
Black Hole
By 14th level, as an action, at a point within 60 feet of you you can conjure forth a hole which bends light and space within 30 feet of itself, devouring things or bringing them into your patron's domain.
For the next minute, Area within the radius of this sphere is considered as a difficult terrain. whenever a creature starts its turn in sphere's radius, it must succeed at Strength saving throw or be pulled by 20 feet toward the center. At the start of each round, all oblects within radius are pulled by 20 feet toward the center. If a creature or object is pulled within 5 feet of the hole by failing this saving throw, it takes 2d10 force damage. If a target is reduced to 0 hit points by a black hole, it is sucked into it and its body is disintegrated.
Once you use this feature, you can't use it again until you finish a long rest.
Homebrew by u/SamuelWillmore