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## 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 Manipulator Your pact is with a being that is extremely keen on how the emotions of mortal beings are, preying on the weak and controlling every aspect of their mind, either to sow discord or to force them into being a thrall. Your pact with this being might have even come from them manipulating you into it. Such patrons might be ancient vampires who have studied mortal minds for centuries, devils who've tricked hundreds of beings, parasites that feed on the emotions of others, or some other similar being. #### Expanded Spell List The Manipulator 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 | *dissonant whispers, Tasha's hideous laughter* | | 2nd | *calm emotions, detect thoughts* | | 3rd | *beacon of hope, catnap* | | 4th | *compulsion, confusion* | | 5th | *dominate person, modify memory* | #### Influence Emotions When you choose this patron, at 1st level, you can force the mental state of others to change at your whim. As an action, you can choose one creature within 60 feet of yourself that is not immune to being charmed, and force them to succeed on a Wisdom saving throw, or become consumed with a single emotion you choose from the options below for the next minute. A willing creature can choose to fail this saving throw, and a creature can repeat this saving throw at the end of each of their turns, ending the effect on a success. ***Anger.*** Anger clouds the vision of the target's mind. For the duration, the creature must use its movement to move towards you if you are within 60 feet of itself and it can see you, and must use its action to attack you on each of its turns. ***Despair.*** Nothing seems to matter to this creature. For the duration, the creature cannot move, and lies prone. If the creature is harmed, it can repeat the saving throw, ending the effect early on a success. ***Fear.*** You appear to be the creature's greatest fear. For the duration, the creature is frightened of you, and cannot willingly move to be within 10 feet of you. ***Hope.*** No matter how bad the situation, nothing seems dire to this creature. For the duration, at the start of each of the creature's turns, it gains temporary hit points equal to your Charisma modifier (a minimum of 1) or half of your warlock level, whichever is higher. ***Love.*** You appear to be the creature's greatest love. For the duration, the creature is charmed by you, and would treat you how they would a being they are extremely attracted to. If you harm the creature, it can repeat the saving throw, ending the effect early on a success. After using this feature, you must take a short or long rest before doing so, again. You can use this feature twice between rests when you reach 6th level, and thrice between rests when you reach 14th level. #### Conniving Negotiator Starting at 6th level, you can subtly influence the minds of those you speak with, to find your words more impactful. When you fail a Charisma (Deception, Persuasion, Performance, or Intimidation) check, you can use your reaction to reroll the check, taking the new result. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses after a short or long rest. #### Perfect Demeanor Beginning at 10th level, you always appear to be the voice of reason in conflicts, your magic forcing others to exclude you from their fighting. At the end of a short or long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). #### Two-Faced By 14th level, you can change the emotions of more than one creature at a time. When you use your Influence Emotions feature, you can target two creatures, instead of one. You do not need to pick the same emotion to influence for both creatures. ## Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook. 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.
#### Aura of Calm *Prerequisite: The Manipulator patron, 15th level*
You can cast the *calm emotions* spell at will without a spell slot. #### Backstab *Prerequisite: The Manipulator patron, Pact of the Blade feature*
When you hit a creature affected by your Influence Emotions feature with your pact blade, you can choose to immediately end the emotional influence. If you do so, the attack with your pact blade becomes a critical hit. #### Book of Self-Control *Prerequisite: The Manipulator patron, Pact of the Tome feature*
Your book of shadows is filled to the brim with advice on how to control your emotions. You have advantage on all saving throws against being charmed, frightened, or having your emotions manipulated. \pagebreakNum
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