Warlock Patron - The Maykr

by 23BLUENINJA

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The Maykr

Your patron is a celestial force of hatred and vengeance. They seek the destruction of the impure and disobedient, and have granted you power to work toward that end.

Maykr Spells
Spell Level Spells
1st chaos bolt*, detect evil and good
2nd aganazzar’s scorcher*, blur
3rd fireball, haste
4th freedom of movement, private sanctum
5th cone of cold, destructive wave

Xanathar's Guide to Everything*

Vengeful Arsenal

At 1st level, you gain proficiency with medium armor and your learn the eldritch blast cantrip, which does not count against your number of cantrips known. When you cast eldritch blast, if you are holding an arcane focus, you may choose the damage type each time you make an attack roll for a beam. Your options increase with your level, as shown in the table below.

Warlock Level Damage Types
1st Bludgeoning, Piercing, Slashing, Fire
6th Cold, Lightning
10th Acid, Thunder
14th Necrotic, Radiant

Additionally, when you hit a creature with an attack, if you rolled a 15 or higher on the d20 for the attack roll, you may make a Charisma (Insight) check with a DC of 10 + half the creature's CR. On a success, the DM tells you the creature's vulnerabilities and resistances, if they have any.

Siphon Essence

Starting at 6th level, you siphon power from the creatures you slay. When you reduce a hostile creature within 120 feet of you to 0 hit points, you gain a benefit based on the damage types dealt to them this turn:

Damage Type Benefit
Acid, Fire, Lightning, Radiant Gain temporary hit points
Cold, Necrotic, Thunder Regain hit points
Bludgeoning, Piercing, Slashing, Force Advantage on attack rolls of next eldritch blast cast

Hit points and temporary hit points gained from this feature equal your Charisma modifier + a number of d4 equal to your proficiency bonus.

If the creature was dealt multiple damage types that grant the same benefit, that benefit is granted only once.

You may use this feature a number of times equal to your Charisma modifier. You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.

Additionally, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls for eldritch blast.

Terrible Strength and Speed

At 10th level, your speed increases by 10 feet, and if you end your turn at least 30 feet from where you started it, your AC increases by 1 until the beginning of your next turn.

Additionally, when you make a Strength saving throw or Strength (Athletics) check, you may instead make a Charisma saving throw or a Charisma (Athletics) check. You may do so a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. Also, you can use your Charisma score to determine how much you can carry, push, drag, and lift.

Until it is Done

At 14th level, when you roll a 15 or higher on the d20 of an attack roll for an eldritch blast beam while holding an arcane focus, you use a d12 instead of a d10 for the damage roll on a hit.

In addition, you gain advantage on the first ranged spell attack roll you make on each of your turns.

Pact of the Maykr by 23BLUENINJA (@GMBinder | @Reddit)

 

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