Warlock Otherworldly Patrons Compendium

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Otherworldly Patrons Compendium

Chosen of Qotal

You were chosen by Qotal to be one of his warriors, his guardians, a protector of life and creation.


Expanded Spell List

The Chosen of Qotal 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.

Chosen of Qotal Spells
Spell Level Spells
1st bless, cure wounds, heroism, sanctuary
2nd blur, branding smite, create food and water, lesser restoration
3rd haste, revivify
4th freedom of movement, polymorph
5th banishing smite, commune, greater restoration

Patron's Favor

At 1st level, the spirit of a mighty warrior fights alongside you. You gain proficiency in martial weapons, medium armor and shields. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

The influence of your patron also allows you to mystically bound 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 and you can also use it as a spellcasting focus for your warlock spells. 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.

Healing Breez

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, by 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.

Guardian's Resolve

Starting at 6th level, your Patron's Favor increase of speed and resolve of your attacks. While you are concentrating on a warlock spell of 1st level or higher, your movement doesn't provoke opportunity attacks and you can use a bonus action to make a melee weapon attack with your bounded weapon.

Additionally, the spiritual power from your patron lends you the ability to land decisive hits. Once per turn, when you hit a creature with your bounded weapon, you may force it to succeed on a saving throw against your warlock spell save DC or suffer one of the following effects at your choice:

  • Its speed is reduced to 0 and it can't take reactions until the start of its next turn (Constitution).
  • It becomes frightened of you until the end of its next turn (Wisdom).
  • It becomes deafened until the end of its next turn and has disadvantage on the first saving throw he has to make while under this effect (Constitution).

You can use this feature a number of times equal to your Charisma modifier (a minimum of once) and you regain any expended uses when you finish a short or long rest.

Starting at 14th level, you can use this feature once per turn, with no other limitations on how many times you can use it per short or long rest.

Guardian's Gift

Starting from 10th level, your patron grants you the gift of life, making you immune to poison and disease. Additionally, your body starts to age slowly than normal. For every 10 years that pass, your body ages only 1 year. This effectively increases your lifespan.

Guardin's Transformation

At 14th level, you can use your bonus action to tap into the great power of your patron. Greatly enhancing both of your martial prowess and magical power, and enhance your ability to combine both of them. For 1 minute, or until you're incapacitated you the following benefit:

  • Weapon attacks with your bounded weapon and warlock spell attacks deals an additional 1d8 radiant damage to the target on hit.
  • If you use your action to cast a spell or a cantrip, you can make one weapon attack with your bounded weapon as a bonus action.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
  • On your turn, your movement can be done by flying. If you end your turn aloft you will fall and take damage accordingly.

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

The Primeval Soul

You have made a pact with the very essence of nature itself. Not a specific entity, but the network of plant, animal and fungal life that makes up the many natural worlds.

Warlocks bound to the Primeval Soul value the peaceful harmony of the plains, forests, mountains and lakes they protect. But if the primeval forces of nature decide that a creature is worthy of traveling through, these warlocks will protect them just as viciously as they would drive away those that would harm the natural order.

These warlocks can often be found working alongside druids and rangers who protect the wood as they do. Many of these warlocks can be seen as prophets in Druidic Circles, and some are seen as the voices of nature itself.

Expanded Spell List

The Primeval Soul 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.

Primeval Soul Expanded Spells
Spell Level Spells
1st entangle, goodberry
2nd animal messenger, barkskin
3rd plant growth, speak with plants
4th freedom of movement, guardian of nature
5th conjure Elemental, wrath of nature

Bonus Proficiencies

At 1st level, you gain proficiency in the Nature and Survival skills.

Nature's Weaponry

At 1st level, you can use an Action on your turn to create a Primeval weapon using a natural solid element as a component (ex: a stick, a branch, a stone, a piece of ice, etc...)

The weapon can have any physical look & shape you wish and has the following characteristics:

  • The weapon is made of the component used but is somehow as strong as forged metal
  • The weapon counts as a spellcasting focus for your warlock spells
  • You can make a weapon that inflicts 1d6 damage and is light OR you can make it inflict 1d8 damage and be Versatile (1d10)
  • You can choose the type of physical damage of the weapon: bludgeoning, piercing or slashing.
  • You are proficient with this weapon and when you attack with it you can use your Charisma modifier, instead of Strength, for the attack and damage rolls.
  • This weapon can be wilded by anyone, however they will need to use Strength for the attack and damage

This weapon lasts until you use you action again to create a new one or reshape your existing one. If you later gain the Pact of the Blade feature, you can bound this weapon using that feature.

Nature's Ward

Also starting at 1st level, your patron gives you the ability to command the environment around you, allowing you to harness it to protect you and your allies.

When you or an allied creature within 15 feet of you is targeted with an attack or is forced to make a Dexterity saving throw, you can use your reaction to summon a mass of wood, earth, stone, or thick foliage to momentarily protect them, granting a +2 bonus to AC or saving though. Once the roll is resolved, the barrier instantly crumbles.

You can make this reaction after the roll is made but before you know the outcome.

Empowered Weaponry

Once you reach 6th level, you primeval weapon grows stronger. While holding the weapon you cannot be disarmed against your will and it now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you can extend the bound you have with your primeval weapon with to any melee weapon you are proficient that doesn't have the heavy property, by performing a special ritual while you are hold the weapon. The ritual is performed over the course of 1 hour, which can be done during a short rest test. This ritual will also allow you to attune to the weapon if you so desire, otherwise you can still attune to it later.

Once the ritual is complete, you will have effectively forged a new weapon that has the same abilities of your primal weapon with the following differences:

  • The weapon will retain the shape and damage type of the bounded weapon
  • The weapon will retain all magic properties and abilities of the bounded weapon
  • The weapon cannot be reshaped

This bound will lasts until you create a new primeval weapon, create a bound with a new weapon, or until you die, at which point the natural components wrapping the bounded weapon will crumble releasing the bounded weapon.

Empowered Warden

At 10th level, your Nature's Ward grows stronger. You can apply a bonus equal to your Charisma modifies instead of the normal +2 and the ward will provide full protection to the target. Roll a d6. On a 4 or higher, the attack instead misses, regardless of its roll, or the target automatically succeeds on the Dexterity saving throw (if applicable).

In addition, when a creature succeeds on a saving throw or an attack missed it while under your Nature's Ward feature, vines, plant and other natural matter gather around you to give you additional protection. You gain resistance to nonmagical bludgeoning, piercing and slashing damage until the start of your next turn.

Primeval Magic

At 14th level, the magic of the primeval grant you higher power over nature. Once per long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: druid grove, transport via plants and commune with nature.

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