The Inn (Otherworldly Patron)

Search GM Binder

The Inn (Otherworldy Patron)

The woman’s smile is familiar. Her hands are soft. She knows what makes you feel safe; and you let her.

In a dark field, the traveler plants their staff and their party members relax despite themselves. They feel at home in this place they’ve never been.

There is magic woven into his doorway. The darkness cannot cross the threshold to cause fear (but if it asks, he will welcome it and teach it how safety feels)

Your patron is a mysterious entity born from the feeling of home. You serve a place that is not always physical, a feeling that is not always internal, and you do so by spreading this place and this feeling wherever you go. You find yourself driven to share the feeling of home with those who do not know it, with those who are missing it.

Extended Spell List

The Inn lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Alarm, Sanctuary
2nd Calm Emotions, Continual Flame
3rd Create Food and Water, Leomund's Tiny Hut
4th Aura of Purity, Mordenkainen's Private Sanctum
5th Dispel Evil and Good, Hallow

Warmth of Home

Starting at 1st level, you can bring the safety of the Inn with you while you travel. When a creature spends a short rest with you and rolls hit dice to regain hit points, it can add your Charisma modifier (minimum of one) to the total amount healed. Additionally, finishing a short rest with you allows creatures to recover one level of exhaustion.

Moment's Refuge

At 6th level, your power provides sanctuary even in the midst of combat. When a creature within 5 feet of you is attacked, you can use your reaction to impose disadvantage on the attack roll.

You can use this feature a number of times equal to your charisma modifier (minimum of once). You regain all uses after a short or long rest.

Aura of Safety

Starting at 10th level, your presence eases your companions. When you finish a short or long rest, choose up to five creatures who have rested with you. You and each of those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

Additionally, while a creature has temporary hit points from this feature, it has advantage on saving throws against being frightened.

Open Sanctuary

At 14th level, you bring the Inn with you wherever you travel. Once per long rest, you can cast Mordenkainen’s Magnificent Mansion. The mansion takes the appearance of an inn, though you still choose the layout.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.