Warlock Patron: Unnamed Goose Patron

by ApexGamer17

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Otherworldly Patron

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks w ho serve the same patron might view each other as allies, siblings, or rivals.

The Unnamed Goose

Either the pact that you made was willing or unwilling, your patron is now a goose. This goose, however is evidently not ordinary. Perhaps the goose has been harassing you for the last several months, and that this pact was the only way for it to end, or you purposefully seeked out the mischievous creature to learn more about it or assist in spreading chaos. Either way, you are now under the service-of a goose.

Expanded Spell List

The Unnamed Goose lets you choose from an expanded list of spells w hen you learn a warlock spell. The following spells are added to the warlock spell list for you.

Unnamed Goose Expanded Spells
Spell Level Spells
1st Chaos Bolt, Identify
2nd Blindness/Deafness, Pass Without a Trace
3rd Haste, Nondetection
4th Confusion, Greater Invisibility
5th Passwall, Telekinesis

Bonus Proficiency

When you choose this patron as 1st level, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Perception, Sleight of Hand, or Stealth. Alternatively, you learn one musical instrument of your choice. You also gain an additional proficiency at 6th level.

Eldritch Honk

Starting at 1st level, your patron grants you its voice so you can bring fear among your enemies. As an action, you can cause each creature in a 15-foot cone originating from you must make a Strength saving throw against your warlock spell save DC. The creatures that fail their saving throw are pushed 10-feet back and are knocked prone.

You can use this feature up to equal your proficiency bonus, you regain all your uses on a long rest.

Migration

At 6th level, your speed increases by 10-feet and you ignore difficult terrain. Additionally, you can take the Hide action as a bonus action.

Goose Chase

When you reach 10th level, your patron further rewards you with a more, unnatural ability. First, you are immune to being frightened and have advantage on being charmed. Also, when a creature makes a melee attack against you, you can use your reaction to switch places with another creature within 30 feet of you before the attack is made. The creature you switched places with uses your AC and takes the damage if the attack hits.

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

Territorial Defense

At 14th level, you begin to become more in sync with your patron's territorial behavior. As a bonus action, you create a territory in a 20-foot circle originating from you that lasts 1 minute. While you are inside you are resistant to bludgeoning, piercing, and slashing damage, also you gain advantage on saving throws against area of effect spells. Additionally, when you use Goose Chase and have already used Territory Defense, you can teleport back to the center of the circle instead of switching places with the creature.

When a hostile creature enters your territory, consider it difficult terrain as they sink into mud and shallow water, similiar to a wetland. They also suffer disadvantage on saving throws against your warlock spells and Eldritch Honk feature.

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

Credit

Art belongs to House House, I'd like to thank them for a great game that everyone has had so much fun with. Also give credit to u/Otaku-sama for the inspiration from his Nameless Goose homebrew.

Changelog

Version 1.1

  • Spells in the Expanded Spell List have been altered due to the Varient Features UA that added new spells to the Warlock spell list. Thunderous Smite has been switched with Chaos Bolt, Knock has been changed to Blindness/Deafness, Waterwalk with Nondetection, and Mislead with Steel Wind Strike
  • Eldritch Honk has been substantially reworked, now requires a action to use and no longer frightens, or cause the enemy to drop what they are holding. It is also now a 15-foot cone instead of a 20-foot radius
  • Swift Soul has been removed and replaced with Migration, proficiencies gained through Swift Soul are now Bonus Proficiencies gained at first level.
  • Goose Without Borders has been removed and replaced with Territory Defense

Version 1.2

  • Territory Defense renamed to Territorial Aggression
  • Territorial Aggression now lasts 1 minute instead of until end of combat encounter that it is used in
 

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