Otherworldly Patron: Divine Messenger

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Otherworldly patron: The Divine Messenger

While Clerics and Paladins execute the will of the Gods, the Divine Messenger delivers the words of the Gods. You have made a pact with this being, and gain the ability to speak the words of Gods. You and your kind are called by many names: oracles, sibyls, prophets. Regardless of what you are called, the prophecies utter by your kinds have brought nations to zenith of power or to their utter ruin.

Divine Messenger Features
Warlock Level Feature
1st Expanded Spell List, Oracle, Counsel From the Gods
6th Turn of Fate
10th Inner Temple
14th Prophetic Frenzy

Expanded spell list

The spirit of the Divine Messenger 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.

Divine Messenger Spells
Spell Level Spells
1st identify, sanctuary
2nd augury, magic mouth
3rd clairvoyance, speak with dead
4th divination, locate creature
5th commune, legend lore

Oracle

At 1st level, you become the mouthpiece of the Gods through the Divine Messenger, delivering their messages to the mortal realm. You learn the Thaumaturgy and Message cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. You also know Celestial.

Counsel from the Gods

At 1st level, you deliver counsel and advice to the commonfolk thanks to your divine guidance. Whenever a friendly creature within 30 feet of you other than yourself that can hear you is making a Wisdom or Intelligence ability check, you can add double your proficiency bonus to the roll. You can do this after you have seen the roll but before the outcome is known.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expanded uses of it when you finish a long rest.

Turn of Fate

At 6th level, you can see glimpses of the fate of those who consults you. Whenever a hostile creature is about to hit a friendly creature within 30 feet of you other than yourself with a weapon attack, you can see this vision ahead of time and pronounce it to your ally, turning that attack into a miss as a reaction.

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

Promised One

At 10th level, while in the past, you have acted as a loyal messenger, only delivering prophetic counsels and premonitions of others, you now have been deemed worthy by the Divine Messenger to become a chosen hero, the subject of the prophecies themselves. You gain resistance to psychic and necrotic damage and you can use Counsel from the Gods and Turn of Fate features on yourself.

Otherworldly Patron | The Divine Messenger

Prophetic Frenzy

At 14th level, you fully embrace the role of Oracle. As an action, you can choose to be fully possessed with the spirit of the Divine Messenger for 1 minute or shorter if you are released from the state of possession early. Your movement speed becomes 0 and remain so until this feature ends, your eyes become white without pupils, smoke starts to come out of your mouth, and you hover 5 feet above the ground. You are also immune to being possessed by a different creature during this time.

While possessed, the Divine Messenger speaks through you in a frenzied manner. During each of your turn, as a bonus action, you can choose yourself or a friendly creature within 60 feet of you that can hear you. It gains the effects of the spell Foresight until the beginning of your next turn. Whenever you take damage while being possessed, you must make a Charisma saving throw to remain in the state of possession. The DC equals 10, or half the damage you take, whichever is higher. After this feature ends, you gain 1 level of exhaustion.

Once you use this feature, you can not use it again until the next long rest.

Eldritch Invocations

Book of Prophecies

Prerequisite: Divine Messenger Patron, Pact of the Tome feature

Your Book of Shadows becomes a Book of Prophecies, containing the words of all prophecies that have been and have yet to be. You gain proficiency in History and Religion, and your proficiency bonus is doubled for any ability check that you make that uses either skills.

Oak Branch

Prerequisite: Divine Messenger Patron, Pact of the Blade feature

You can summon a special pact weapon of any form with versatile or reach property, fashioned from an entire oak branch of the Divine Messenger's sacred oak tree. This weapon deals radiant damage instead of its normal damage type. When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. On a hit, you can cast Divine Favor using a warlock spell slot before dealing damage.

Offerings to the Gods

Prerequisite: Divine Messenger Patron, Pact of the Chain feature

While you have the Sacrificial Ram as your familiar, it gains additional hit points equal to your warlock level. When it is sacrificed, instead of triggering Ambrosia and Golden Fleece, you can instead choose to use the body of the animal as a whole as offerings to the Gods. As long as you have the body, you can consume it to cast a 5th level or below warlock divination spell that you know without expending a spell slot or material components. The body will also disappear at the beginning of a long rest, or when you summon the familiar again. You can't do it again until you finish a long rest.

Oak Leaf Omen

Prerequisite: 5th level, Divine Messenger Patron

The oak tree is the sacred tree of the Divine Messenger and you can gain a keen foresight just by looking at its leaves, allowing you to alter the flow of the battle before it even happens. When you roll initiative, you can swap the order of initiative between any number of allies up to your Charisma modifier, including yourself. You can’t do it again until you finish a long rest.

Inevitable Realization

Prerequisite: 7th level, Divine Messenger Patron

The prophetic words of the Divine Messenger are always convoluted and open to numerous interpretation. But regardless, they always become true, even in the most unexpected ways possible. At the end of a long rest, open the Book of Prophecies, make 1d20 roll, record the result of the roll and choose an effect listed below. Whenever you or a friendly creature makes the roll of the chosen effect type with the same result as the recorded roll, the effect will happen regardless of the normal outcome. Until the next long rest, they can not benefit from this feature again. When you are comparing the roll, only compare with the roll chosen after advantage and disadvantage has been applied.

Roll types Effects
Attack If the attack is a miss, the target’s AC is reduced by your Charisma modifier.
Attack If the attack is a hit, it becomes a critical hit.
Ability Saving Throw If you fail the save, pass it instead.
Ability Saving Throw If you pass the save, you have advantage on that Saving Throw until you take a short or long rest.

Sacred Animal

Prerequisite: 9th level, Divine Messenger Patron, Pact of the Chain

Any familiar that you summoned whose form is a beast becomes a celestial type and gains immunity to necrotic and poison damage. It understands Celestial and can now cast spells. You must forgo one of your attack to allow the familiar to cast spells using its reaction. All of the following spells have cast time changed to 1 reaction and are cast at your current spell slot level. If a spell can only be cast 1/day, this restriction is shared between all of your summoned familiars.

At will: Detect Good and Evil, Guidance, Light, Resistance, Spare the Dying, Thaumaturgy

1/day each: Fly (if it has a fly speed), Haste (if it has a walk speed), Water Breathing (if it has a swim speed)

Otherworldly Patron | The Divine Messenger

Quirks of the Oracle

Oracles enjoy very high esteem and respect. They are sought by kings, lords, and powerful warlords for their prized ability. Yet as much as they can give counsel and predict future events, they can never personally benefit from it. A life of solitude, duty and servitude awaits oracles. Even when some might take the way of adventuring, this way of life can still cause the oracles to develop some interesting quirks.

d20 Quirks
1 You often go into a short trance
2 You speak in riddles
3 You speak in proses
4 You feel most comfortable surrounded by fumes
5 You speak of distant pasts and futures
6 Your eyeballs become white
7 You sacrifice animals before making crucial decisions
8 You are very annoyed when people take you as a common seer or diviner
9 You have seen the end of this world, you just don't know when it's going to happen
10 Your hair becomes grey
11 You often end your speech halfway
12 You have a thousand-yard stare
13 You have a booming voice
14 Your voice at times seems not to be your own
15 Whenever possible, you prefer to stay in a cave
16 You meditate every morning
17 You see random illusions at times
18 You go into a coughing fit often
19 You see prophecies in mundane phenomenon
20 You throw some of your food into fire as offerings

Pact of the Chain familiar

Warlocks who have been given the Pact of the Chain can choose to summon the Sacrifial Ram, a blessed animal born to be sacrificed to the Gods as offerings and be reborn again.


Sacrificial Ram

Small Celestial, Neutral Good


  • Armor Class 16 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Strength + 5, Constitution + 4
  • Skills Athletics + 8
  • Damage Resistances bludgeoning, piercing, and slashing from non magical attacks, necrotic
  • Damage Immunities radiant
  • Senses passive Perception 13
  • Languages Understands those known by its master
  • Challenge 1 (200 XP)

  • Ambrosia. When the Sacrificial Ram is sacrificed, a friendly creature of its choosing regains hit points equals to half its remaining hit points.
  • Golden Fleece. When the Sacrificial Ram is sacrificed, it drops a coat of golden fleece on the ground. A friendly creature can wear this coat to gain advantage on Charisma ability checks while engaging in economic activities. The coat will disappear after a long rest.
  • Scapegoat. Whenever a friendly creature within 5 feet of you is targeted with an attack, the Sacrificial Ram can use its reaction to become the target of the attack instead.

Actions

  • Sacrifice. The Sacrificial Ram immediately dies without reducing its current hit points.
  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage plus (1d4) radiant damage. The target must succeed a DC 13 Strength Saving Throw or be knocked prone.

The Divine Messgenger V2 credits

Otherworldly Patron | The Divine Messenger
 

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