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## Warlock Patron: The Wandering Caretaker (Ver. 3) The Wandering Caretaker is a traveler from beyond the stars. An agent of serendipity who fights to maintain a balance where life can endure the indifference of chaos. A few sing songs that ponder his extraordinary nature, yet they all agree that the cosmic vagabond is drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirit meeps, it is impossible to mistake his actions as malevolent, as The Wandering Caretaker always serves the greater good... in his own odd way. He lends power to those who may help him keep the chaos balanced. ### Expanded Spell List | Spell Level | Spells | |:---:|:-----------:| | 1 | Bane, Detect Evil and Good | | 2 | Prayer of Healing, Gentle Repose | | 3 | Clairvoyance, Beacon of Hope | | 4 | Aura Of Life, Aura Of Purity | | 5 | Hallow, Dispel Evil and Good | ___ #### Jubilant Meeps At 1st level, you are followed my meeps which only you and others with a pact with the Wandering Caretaker can see. They speak a mystical language that only you and other followers can understand. You may use a Meep to give you advantage on a Skill Check, when using a Meep they vanish, possibly returning to their plane or to the Wandering Caretaker. You have a number of Meeps equal to your Proficiency Bonus and regain your Meeps after a short rest. ___ #### Bonus Proficiency Also at 1st level, you become proficient in Performance when using musical instruments and are also proficient with a Trumpet and one musical instrument of your choice. ___ #### Caretaker's Shrine At 4th level, as a bonus action, you can place down a magical Shrine in an unoccupied space within 10ft of you. If a creature steps on the Shrine before your next turn, it heals 1d6HP and gains an extra 5ft of movement, casting the Shrine directly on a creature also gives these benefits. If a creature steps on a Shrine after your turn has passed, it heals 1d6 plus your Charisma Modifier and the creature gains an extra 10ft of movement. You can do this a number of times equal to half your Character level, rounded up, before needing a long rest. At later levels, your healing die increases to 2d6 (5th level), 3d6 (11th level), and 4d6 (17th level). \columnbreak ___ #### Magical Journey At 10th level, as an action, you can create a magical tunnel to take you to a place that you can see. The magical tunnel starts at a point you touch and ends at a point you can see within 80 ft. The further the distance between the two points, the longer it takes for a creature to reach the end of the tunnel. The tunnel will disappear 5 seconds after the time taken to travel, for example a 70 ft tunnel takes 7 seconds to travel through, so the tunnel will close after 12 seconds. During this time any number of creatures can enter the tunnel but once those 12 seconds are over, the tunnel will begin to close behind the last creature to enter the tunnel. When a creature enters the tunnel they fly through and cannot perform any actions. Should any creatures be traveling through the tunnel when it is closing, it will close behind the creature. This tunnel is magical and cannot be destroyed by magical means and attacks do not go through it. | Tunnel Length (ft) | Time Taken To Travel | |:---:|:-----------:| | 10 | 1 Second | | 20 | 2 Seconds | | 30 | 3 Seconds | | 40 | 4 Seconds | | 50 | 5 Seconds | | 60 | 6 Seconds | | 70 | 7 Seconds | | 80 | 8 Seconds | ___ #### Tempered Fate At 14th level, you can create a golden area locked in stasis. As an action, You can release golden energy from your hands and pick a point within 120 ft. Anything within a 20ft radius is now trapped in time for a moment. Any creature who is partially hit by the radius is also affected. Everything affected by this ability turns golden and cannot be interacted with. If a creature is affected by this ability and currently has any other conditions they must make a Saving Throw for, they may roll the Saving throw to overcome that status ability on their turn. This ability lasts 6 seconds before the creatures are no longer under stasis and they can move and perform actions again. You may do this a number of times equal to your Proficiency Bonus before needing a short rest. Legendary Resistances works against this ability. \pagebreak ### Eldritch Invocations #### Temper Time *Prerequisite: Pact Of The Tome* At the cost of a Meep, you may cast one Ritual as an action. If the ritual requires components, you still must have those components. #### Planar Connection *Prerequisite: Pact Of The Chain* When you are on a different plane to your familiar, you can speak telepathically to each other and can share it's vision for up to one minute before needing a short rest. #### Cosmic Wave *Prerequisite: Pact Of The Blade* When you hit a creature with your Pact weapon, you may expend a Meep and create a wave of cosmic energy behind the hit creature. Creatures in a 15ft cone behind the hit creature, also the targeted creature, have to make a Dexterity Saving Throw against your Spell Save DC. On a fail the creature's movement speed is reduced to 0, on a success the creature's movement speed is reduced by half. #### Cosmic Binding *Prerequisite: Eldritch Blast* Whenever you hit a creature with Eldritch Blast, at the cost of one Meep, you may make a Cosmic Bind extend from the targeted creature up to 15ft in a line from the direction you attacked. If it hits another creature, you may make both creatures make a Constitution Saving Throw against your Spell Save DC. On a fail, the creatures are stunned. On a success, the creature has it's movement speed halved. \columnbreak
### Change Log ##### Tempered Fate - Added a range distance of 120 ft.
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