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.
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)
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
- Written by u/nguyendragon
- The Oracle by Alicechan DeviantArt
- The Golden Fleece by Vanja Todoric ArtStation
- Discord of Many Things for feedback
- COFSA by u/GenuineBelieverer for inspiration