Otherworldly Patrons: Tweaks and Revisions

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Otherworldy Patron: The Great Old One (Revised)

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Expanded Spell List

The Great Old One 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.

Great Old One Expanded Spells
Spell level Spells
1st bane, dissonant whispers
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th phantasmal killer, evard's black tentacles
5th dominate person, telekenesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Teller of Truths

Also at 1st level, you can briefly distract your foes by opening their eyes to the reality of the universe. Whenever you deal damage to a creature, you can use a bonus action to force it to make an Intelligence saving throw against your Warlock spell save DC. On a failure, they take pyschic damage equal to your proficiency bonus and cannot take reactions until the end start of your next turn.

Sight Beyond Eyes

Starting at 6th level, your patron lets you see the universe as it really is. as an action, you can touch a creature within 5 feet of you, causing them to manifest eyes all over their body. For 1 hour or until the creature ends the effect as an action, the creature gains a bonus to any Investigation, Insight or Perception check it makes. This bonus is equal to your Charisma modifier (minimum of +1).
Once you use this feature, you cannot do so again until you finish a short or long rest.

Thought Shield

Starting at 10th level, your thoughts can't be read and any creature who attempts to read your thoughts must roll on the long term madness table.

Additionally, those who strike at you are attacked by their own pysche. Whenever a creature damages you with an attack or spell, that creature takes psychic damage equal to your Charisma modifier (minimum of 1).

Create Thralls

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated or charmed humanoid. That creature is then charmed by you until a remove curse spell is cast on it, or the charmed condition is removed from it. When the effect ends, the target has no recollection of the time it spent as a thrall. You can have 3 thralls created in this way. If you try to go over this limit, one of your thralls of your choice is freed.

You can communicate telepathically with your thralls as long as both of you are on the same plane of existence.

Credits
  • Image Used: Wizards of the Coast

Otherworldy Patron: The Fiend (Tweaked)

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell level Spells
1st burning hands, command
2nd blindness/deafness, heat metal
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th geas, immolation

Dark One's Blessing

Starting at 1st level, you gain the ability to siphon the souls of the fallen. Whenever you reduce a creature to 0 hitpoints, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Dark One's Wrath

Also at 6th level, you can channel your siphoned power back into your destructive prowess. Whenver you roll for damage on a spell or attack, you can expend any temporary hitpoints gained by Dark One's Blessing, immediatly losing them and adding force damage to the spell equal to the temporary hitpoints lost.

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

Credits
  • Image: Wizards of the Coast

Otherwordly Patron: Archfey (Revised)

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Expanded Spell list

The Archfey 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.

Archfey Expanded Spells

Spell level Spells
1st entangle, faerie fire
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th conjure woodland beings, greater invisibility
5th mislead, seeming

Tricksters Boon

At 1st level, you gain a mystical connection to the Feywild. You become proficient in the Deception skill if you are not already, and you learn the Druidcraft cantrip. This counts as a warlock cantrip for you, but doesn't count against the amount of cantrips you know.

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. Once per turn when you damage a creature with an attack, you can choose to deal no damage and instead force the creature to make a Wisdom saving throw against your Warlock spell save DC. If they fail, they are charmed or frightened by you (your choice) until the start of your next turn. Once a creature succeeds on this saving throw, they cannot be targeted by this feature for 1 minute.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn.

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

Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed or frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or terror back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you or frightened by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 hour or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

Credits
  • Image: Wizards of the Coast

Otherwordly Patron: The Undying (Revised)

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell list

Drawing from the Undying, you can now choose from an expanded list of spells to learn as warlock spells.

Undying Expanded Spells

Spell level Spells
1st false life, inflict wounds
2nd blindness/deafness, gentle repose
3rd feign death, spirit guardians
4th aura of life, death ward
5th contagion, raise dead

Amongst the Dead

Starting at 1st level, you are permanently affected by the sanctuary spell against only undead. If you make an attack or cast a spell that affects an undead creature, that creature is not affected by the spell for the next 24 hours. Any undead that makes the Wisdom saving throw are also immune to it for 24 hours.

Resilient Form

As the Undying ushers you into your new existence, your body toughens against all those seeking to cut your long life short . At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, you have a pool of d8's equal to your 1 + your warlock level. Whenever you take damage, you can use your reaction to expend dice from this pool, rolling them and adding your Charisma modifier (minimum of +1). You then reduce the damage taken by the number rolled.

Defy Death

Starting at 6th level, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw.

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

Undying Nature

Starting at 10th level, your body prepares for the vast lifetime ahead, you gain the following benefits:

  • You stop aging , and you cannot be magically aged.
  • You can hold your breath indefinitely.
  • You don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
  • If you put a severed body part back in place, it reattaches.
  • You gain advantage on Death Saving Throws.
  • You gain resistance to Necrotic damage.

Indestructible Being

When you reach 14th level, your patron imbues you with the powers to become an everlasting worshipper. If you are killed, you may choose at any time within the next 10 minutes to regain 1 hitpoint and gain temporary hitpoints equal to half your hitpoint maximum, and then you stand up if you so choose. While you have these temporary hitpoints, you regain an amount of hitpoints equal to your charisma modifier whenever you damage a creature, and are considered undead instead of humanoid for the purposes of spells. You can dismiss these temporary hitpoints as a bonus action.

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

Credits
  • Image: Wizards of the Coast

The Celestial (Tweaked)

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

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

Celestial Expanded Spells
Spell Level Spells
1st cure wounds, guiding bolt
2nd flaming sphere, healing spirit
3rd dawn, revivify
4th guardian of faith, wall of fire
5th flamestrike, greater restoration

Divine Infusion

At 1st level, you can speak, read and write Celestial, and you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and whenever you cast a spell, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals radiant or fire damage, and the bonus equals your Charisma modifier (minimum of +1).

Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to your half your warlock level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 3d8 + your Charisma modifier, and is blinded until the end of the current turn.

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

Credits
  • Image: Wizards of the Coast

The Hexblade (Tweaked)

You have made your pact with a powerful cursed weapon. The bond you share with this weapon allows you to use foul incantations to boost your prowess through the cursing of your foes. The cursed weapon could be an evil and malicous creation of an ancient and terrible war, or the soul of a loved one made form as a gleaming weapon. It could drive you to commit heinous acts of violence, or may only allow itself to be used in the defense of the innocent. Whatever the motives of your weapon, it will see you through battle better than any mortal made weapon could ever hope to.

Expanded Spell List

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

Hexblade Expanded Spells
Spell Level Spells
1st shield, wrathful smite
2nd branding smite, magic weapon
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, steel wind strike

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to weapon damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any weapon attack you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

Eldritch technique

Also at 6th level, your patron grants you knowledge from the fallen warriors of history. At the end of a long rest, you can choose a fighting style from the fighter list. You gain the benefits of that fighting style until you finish a long rest.

Armor of Hexes

Starting at 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.







Credits
  • Image: Wizards of the Coast

The Fathomless (Tweaked)

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

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

Fathomless Expanded Spells
Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd call lightning, sleet storm
4th control water, watery sphere
5th Bigby's hand, maelstrom

Tentacle of the Deep

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 + your proficiency bonus cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases by 1d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.



Guardian Coil

At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8 + your proficiency bonus. When you reach 10th level in this class, the damage reduced by the tentacle increases by 1d8.

Grasping Tentacles

Starting at 10th level, You learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Unleash the Depths

Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can’t use this feature again until you finish a long rest.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron’s realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish.

Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 9d8 cold damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

Credits
  • Image: Wizards of the Coast
 

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