Otherworldly Patron: Wise Monkeys

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Otherworldly patron: Four Wise Monkeys

In your long journey, you have come across the traveling four wise monkeys. Yearning for their wisdom, you have spent some of your time understanding their teachings, learning both their power and their philosophy. Now you have been granted parts of theirs power, but if you ever forget your teachings, your power can be taken away. While the teaching of the Wise Monkeys emphasizes on actions against evil, it is up to every disciple to determine what that evil is.

Heighten your senses and never trust them. See no evil, hear no evil, speak no evil, do no evil, know your evils.

Wise Monkeys Features
Warlock Level Feature
1st Expanded Spell List, See No Evil
6th Hear No Evil
10th Speak No Evil
14th Do No Evil

Expanded spell list

The Wise Monkeys 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.

Wise Monkey Spells
Spell Level Spells
1st disguise self, silent image
2nd blindness/deafness, silence
3rd major image, sending
4th arcane eye, greater invisbility
5th scrying, mislead

See No Evil

Starting at 1st level, you gain proficiency in Wisdom (Perception) check and your proficiency bonus is doubled for any ability check you make using that skill.

At times, you can close your eyes to the evils in the world. As a bonus action, you gain blindsight of 30ft. but you are blind beyond this radius. This effect ends at the beginning of your next turn.

You can use this feature a number of times equals your Charisma modifier (minimum of 1) and you regain all expanded use of it after taking a long rest.

Hear No Evil

Beginning at 6th level, as an action, you can choose between either of the the following source of evil sounds to cast away:

Inner Voice: Whenever a creature within 30 feet of you other than yourself that you can see is charmed or frightened, you can use your reaction to cast Dispel Magic as a 3rd-level spell on that creature to dispel that effect without expending a spell slot.

Outer Noise : As an action, you cast a 10-feet radius sphere of silence that centers around you, moves with you and lasts for 1 hour. No sound made from inside the sphere can be heard from outside of the sphere and vice versa. Creatures inside the sphere is immune to thunder damage.

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

Speak No Evil

Starting at 10th level, you gain resistance to thunder and psychic damage and you can cast spells with a verbal component non-verbally.

Do No Evil

Beginning at 14th level, you can channel the power to restrict the act of evil-doers. Your method is non-preemptive, as you make no judgement before actions are committed and even then, only appropriate damage should be returned, leaving the chance for those who would commit evil to repent.

As an action, you can cast a magical golden metal circlet to appear on a creature within 60 feet of you that you can see. This circlet can not be removed by any means except to fulfill the conditions that let it disappear by itself. Any time that creature deals damage with an attack or spell, it must make a Wisdom saving throw against your spell save DC. On a failed save, it takes psychic damage equals to the cumulative damage dealt by that attack or spell, ignoring resistances and immunities, and immediately ends its current turn. On a successful save, it takes half damage and can still continue its current turn. After 1 minute, or 3 consecutive rounds that the wearer has not been inflicted any damage by the circlet, the circlet disappears. The bearer of the circlet is always aware of these conditions.

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

Otherworldly Patron | The Wise Monkeys

Eldritch Invocations

Tranquility

Wise Monkeys Patron, Pact of the Tome Feature

While taking a short rest, if you shut down all your senses and enter a meditative trance of tranquility for 1 hour, you can gain maximum hit points back from any Hit Dice that you spent. This trance can not be disrupted by any other means than taking damage.

Monkey See, Monkey Do

Wise Monkey Patron, Pact of the Chain Feature

While you have the Acolyte Monkey as your familiar, it gains additional hit points equal to your Warlock level.

Whenever you or the Acolyte Monkey take the Dodge, Help, Hide, Search action as an action, the other can do the same action as a bonus action during its next turn.

Monkey Booze

Wise Monkey Patron, Pact of the Blade Feature

The Wise Monkeys are also great masters of brewery whose booze you have been given upon your leave. Whenever you hit a creature with your pact weapon, you can take a swig out of your bottle as a bonus action. After drinking, the first opportunity attack against you until the beginning of your next turn has disadvantage. In addition, if that opportunity attack misses, you can spit out the booze as a reaction. The target must succeed on a Dexterity Saving Throw against your spell save DC or become blinded until the end of its next turn.

Unblockable Senses

Wise Monkeys Patron, 9th level

Magical effects that would blind, deafen or silence you have no effect unless you allow them to. You have advantage in detecting something as an illusion, and you can do it as a bonus action if it requires an action.

Pact of the Chain familiar

Warlocks who have been given the Pact of the Chain can choose to summon the Acolyte Monkey, a disciple of the Wise Monkeys. It is both a companion and a monitor who watches your actions to report back to the Wise Monkeys.


Acolyte monkey

Small Beast, Neutral Good


  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 45 ft., Climb 45 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 11 (+0) 11 (+0) 15 (+2) 14 (+2)

  • Saving Throws Dexterity + 5, Wisdom + 4
  • Skills Acrobatics + 8, Stealth + 8, Sleight of Hand +5
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks, Thunder
  • Condition Immunities Blinded, Deafened
  • Senses Blindsight 30ft., Passive Perception 15
  • Languages Understands those known by its master
  • Challenge 1 (200 XP)

  • Nimble. The Acolyte Monkey can take Disengage and Dash actions as bonus actions.
  • Deflect. As a reaction to being targeted by an attack, the Acolyte Monkey can add its Dexterity Modifier to its AC.
  • Magic Resistance. The Acolyte Monkey has advantage on saving throws against spells and other magical effects.

Actions

  • Katana. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d6 + 3) slashing damage plus (1d4) poison damage. It must make a DC 15 Constitution save. If it fails, it becomes poisoned. If it is already poisoned, it also becomes blinded, deafened and mute until the beginning of its next turn. Then it is no longer poisoned.
  • Taunt. Choose a creature within 30ft. of the Acolyte Monkey that can see it. It must succeed a DC 15 Wisdom Saving Throw or spend all its movement speed during its next turn towards the Acolyte Monkey. Its first attack against the Acolyte Monkey during its next turn has advantage.

The Wise Monkeys V1 credits

  • Written by u/nguyendragon
  • Three Wise Monkeys by Sergey Kuzin ArtStation
  • Fire Monkey by Mauro Belfiore ArtStation
  • COFSA by u/GenuineBelieverer for inspiration
Otherworldly Patron | The Wise Monkeys
 

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