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The Manor
Your patron is an otherworldy creature that takes form of a manor. You have bound yourself to a place that could hold many secrets in its libraries, or perhaps one of the manor's residents has an obsession to protect or to search for you in every nook or cranny. Your patron could just be one room in this manor, the master of the manor, or perhaps the entire building itself. Yet what secrets does this odd manor hold and gift you?
Connected to this house might give you odd preferences. Perhaps you have an overbearing will to clean any other house, but are still not satisfied. At times you might find yourself being more and more like the residents of this manor, ones that gifted you with an ethereal or doll-like appearance. But nonetheless, you have been asked by the manor itself to seek purpose, whether it is to bring others into its confines, or to save the surrounding region from peril.
Manor Features
Warlock Level | Feature |
---|---|
1st | Expanded Spell List, Haunting Grounds |
6th | Hall of Many Doors |
10th | Mind of the Manor |
14th | Enter if you Dare |
Expanded Spell List
The Manor 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.
Manor Expanded Spells
Spell Level | Spells |
---|---|
1st | fog cloud, sanctuary |
2nd | knock, phantasmal force |
3rd | Galdar's tower, spirit guardians |
4th | locate creature, private sanctum |
5th | animate objects, passwall |
Haunting Grounds
Starting at 1st level, you learn how to conjure the hauntings of your patron as your own, manifesting the energies of the manor to create an illusion to aid you, such as corroded flooring, moans of a zombie or the sound of a music box (similar to the minor illusion spell). As a bonus action, you can create a haunting at a point you can see within 30 feet of you. The haunting persists for 1 minute unless you die, you are incapacitated, or if you create another haunting.
As long as you are within 30 feet of the haunting, when you cast a spell, you can immediately use your bonus action to cause the haunting to use one of the following effects:
- The haunting delivers the spell as if it had cast it.
- One creature targeted by your spell and within 10 feet of the haunting takes psychic damage equal to your Charisma modifier.
- One creature targeted by your spell and within 30 feet of the haunting must make an Intelligence saving throw against your spell save DC. On a failed save the target becomes charmed or frightened by you (your choice) until the end of its next turn.
At 10th level, you can cause the haunting to use two effects instead of one. You can create hauntings a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Hall of Many Doors
At 6th level, you can seek protection inside of your manor. As a bonus action, you can step into the manor's halls and remain inside for up to 1 minute.
While in the manor, you can see and hear the plane you originated from, but you can't see anything there more than 30 feet away. You cannot affect or be affected by creatures from your original plane except for creating hauntings using your Haunting Grounds feature. Creatures that can't perceive you or interact with you, unless they have the ability to do so.
On your turn, you can choose to exit the manor (no action required) and appear in an unoccupied space within 30 feet of you or next to a haunting that you created using your Haunting Grounds feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Mind of the Manor
Starting at 10th level, the ties to your patron have caused you to build walls in your mind. You are immune to being charmed and frightened, and you gain resistance to psychic damage.
Enter if you Dare
At 14th level, your ties to your patron grants you the ability to summon visages of the manor itself. As an action, you may create a visage of the manor at a point within 30 feet of you. The visage can be as small as a 10-foot radius or as large as a 60-foot radius. The area acts as a haunting, and takes whatever form you wish for it to be. If you choose to cast a spell through the visage, choose a point within the radius before casting the spell.
Creatures inside the visage of the manor have disadvantage on saving throws against being frightened or charmed, and have vulnerability to psychic damage from your class features and spells if they are charmed or frightened by you.
The visage persists for 1 hour unless you die or are incapacitated. Once you use this feature, you can't use it again until you finish a long rest.
Pact of the Chain Familiar
The following familiar is provided as an additional choice for warlocks who have chosen the Pact of the Chain, and you can choose the undead or construct types when you summon it.
Manor Resident
A manor resident can take the form of many things: a fey spirit wandering the halls, a maid or butler with an obsession of cleaning, a life-like statue, and more. But the most common thing with all of these residents is the house they come from that describes them.
Manor Resident
Medium construct, lawful neutral
- Armor Class 12 (natural armor)
- Hit Points 13 (2d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 15 (+2) 11 (0) 14 (+2) 12 (+1)
- Skills Insight +4, Perception +4, Persuasion +5
- Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Condition Immunities blinded, charmed, deafened, stunned
- Senses darkvision 60 ft., passive Perception 14
- Languages Common
- Challenge 1/2 (100 xp)
Labyrinthine Recall. The manor resident can perfectly recall any path it has traveled.
Hard to Reach. The manor resident can cast the mage hand spell at will. The hand is invisible and cannot be detected by spells or magical effects such as detect magic.
Actions
Slam. Melee Weapon Attack: +3 to hit, range 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Eldritch Invocations
The following invocations have been added as additions for the Manor patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for another warlock patron.
Codex of the Archives
Prerequisites: The Manor patron, Pact of the Tome feature.
Your Book of Shadows impants its words and thoughts into your mind, allowing it to not be taken out and seen by others. When casting a cantrip, choose a component of the spell. You don't need that component when casting that instance of the spell.
Knife of Torment
Prerequisites: The Manor patron, Pact of the Blade feature.
You can create a silver knife using your Pact of the Blade feature. The silver knife can be stained with blood or other fluids, or can be incredibly clean. The knife initially has the properties of a dagger, but its damage die is a d6 and deals psychic damage instead of piercing damage. If you roll the highest number on the die, it decreases by one die size after the roll. If the die is a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on the damage die of the knife, it increases by one die size after the roll, up to a d10.
If you score a critical hit with the knife, the die size increases by 1 size before the roll and cannot increase or decrease its size after the rolls.
At the end of a long rest, the damage die resets to a d6.
Phantasmal Blast
Prerequisites: The Manor patron, Eldritch blast cantrip
When you cast eldritch blast, you may choose to deal psychic damage instead of force damage. If you do, the damage of eldritch blast is reduced to 1d8.
Resident's Twin
Prerequisites: The Manor patron, Pact of the Chain feature, 5th level.
When you cast find familiar to summon or resummon your familiar, you instead summon two familiars of the same kind. The twin acts as a normal familiar would.
Additionally, when you take the attack action, you can forgo one of your own attacks to allow both familiars to use their reactions and make attacks instead.
Unheard Screams
Prerequisites: The Manor patron, 9th level
You can cast silence at will, without expending a spell slot.
Mystic Arcarnum: Expanded
At your GM's discretion, you can expand upon the list of available warlock spells from 6th to 8th level with the following spells, allowing for more spell choices for use with Mystic Arcanum.
6th Level
find the path
guards and wards
programmed illusion
7th Level
magnificant mansion
mirage arcane
8th Level
maze
mighty fortress
Editor's Notes
- Written by /u/Cixal
- Granted help from the Discord of Many Things
- Watercolor Textures by /u/flamableconcrete
- All artwork edited by Cixal
Artwork Used
- Haunted Manor Concept Art - Page 1 Artwork and URL Image by Jeremy Vickery (Jermilex)
- Modular Mansion Hallway (1 of 6) - Page 2 Artwork by Cliff Schonewill (FigmentPigment)
- The Spectral Beauty - Page 3 Artwork by ArtyCharmy