Otherworldly Patron: The Anomaly

by Anthony Vallozzi

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The Anomaly

The Anomaly

Throughout the infinite multiverse, there exist creatures of such magnitude and power that they are responsible for constructing, consuming, or even maintaining entire cosmic systems.

The Anomaly refers to any one of these celestial bodies given sentience or even sapience. These entities, no longer held by their nature, now carry out phenomenal actions based entirely on their past purpose, their developing intelligence, and their cardinal desires. A list of potential Anomaly patrons may include a primordial nebulae elemental formed at the dawn of a universe, a far-touched blackhole that has devoured all things within its own crystal sphere and yet still hungers, or a living star that shines so brightly that local star-gazers have given it divinity through their worship.

Expanded Spell List

The Anomaly 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.

Each spell is in one of the official books, unless it is has one asterisk, which indicates that its description can be found in the "New Spells" section at the end of the subclass.

Anomaly Expanded Spells
Spell Level Spells
1st feather fall, long strider
2nd levitate, targeted suppression *
3rd erupting earth, star fall *
4th control water, floortilt *
5th telekinesis, gravitational collapse *
7th reverse gravity

Pseudo-Strength

1st-level Anomaly feature

You become able to effortlessly manipulate gravity slightly in your favor so it seems as though you are much stronger than you actually are. You gain the following benefits:

  • You can use your Charisma score in place of your Strength score in any situation except when making an attack roll or dealing damage.

  • You have advantage on Strength checks and Strength saving throws made to resist forced movement.

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Gravity Surge

1st-level Anomaly feature

As an action, you can exert your will over the gravity in a 15-foot radius around you, pushing or pulling (your choice) all creatures and unattended objects in the area. Each creature in that area must make a Strength saving throw. Huge or larger creatures have advantage on this save. On a failed save, a creature takes force damage equal to 1d4 x your Warlock level and is moved in a straight line to an unoccupied space. A pulled creature moves to the center. A pushed creature moves nearest to the outer radius. On a successful save, a creature takes half as much damage and isn't moved.

You can use Gravity Surge once, regaining all uses upon finishing a short or long rest.

At 6th level, the number of uses you have for this feature increases by one and the radius of this effect increases by 5 feet. This increases again at 10th level (3 uses, 25 feet) and 14th level (4 uses, 30 feet).

Display of Force

6th-level Anomaly feature

You gain the ability to manipulate gravity in one of the following two ways as a bonus action on your turn. You have advantage on Intimidation checks made against creatures that have been subject to your Display of Force within the last minute.

Attract & Repulse. You alter gravity's pull on a creature you can see within 45 feet of you, causing it to wrench the target from their feet. The target must succeed on a Strength saving throw to avoid being pulled or pushed (your choice). If you pull, the target is moved 15 feet closer to you. If you push, the target is moved 15 feet directly away from you. If the target collides with a solid object or another creature before reaching the end of the forced movement, each party takes 2d4 bludgeoning damage. Huge or larger creatures are immune to being moved by this feature.

Oppressive Presence. You greatly increase the pull of the surface around you. Each creature within 30 feet of you must make a Strength saving throw. Until the start of your next turn, each creature in the area must spend 2 feet of movement for every 1 foot they move, or twice as much on a failure.


Once you use either of these manipulations, you can't use another until you finish a short or long rest, or until you expend a Pact Magic spell slot to cast an Anomaly spell.

Force Field

10th-level Anomaly feature

Whenever you are the target of an attack, you can use your reaction to interfere with the attack using gravitational force. When you do, your AC increases by an amount equal to your Charisma modifier until the attack is resolved.

Confining Compression

14th-level Anomaly feature

As an action, you attempt to crush a creature or object that you can see within 30 feet of you into a much smaller space. Your target must make a Strength saving throw. On a failure, the target takes 10d10 force damage and is stunned until the start of your following turn. On a success, the target takes half as much damage and isn't stunned. Any target reduced to hit points equal to or less than 2 x your Warlock level is crushed into a Tiny sphere, killing any Medium or larger creature outright.

You can use Confining Compression once, regaining its use upon finishing a short or long rest.

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Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

The invocations are sorted by level prerequisite first, then by alphabetical order.

Discriminant Force

Prerequisite: The Anomaly

When you cast a warlock spell or use an ability granted by a warlock feature, you can choose a number of creatures equal to your Charisma modifier (minimum of 1) to be immune to the effects.

Familiar Force

Prerequisute: 3rd level, Pact of the Chain, The Anomaly

Your summoned familiar gains the benefits of your Pseudo-Strength feature. Furthermore, when you use a Display of Force, you can choose for the effect to originate from your summoned familiar.

Gravity Warrior

Prerequisite: 3rd level, Pact of the Blade, The Anomaly

You learn the following spells at the levels shown on the Graviturgy table, and they don't count against your number of spells known. You can cast leaden strike once without expending a spell slot. When you do so, the spell is cast as if using a spell slot that is 3 levels below your Pact Magic slot level (minimum 1st level), and you must finish a short rest to do so again.

Graviturgy
Warlock Level Spell
3rd leaden strike *
5th rift strike *
11th burdening weapon *
17th dimensional slash *

Meteorologist

Prerequisite: 3rd level, Pact of the Tome, The Anomaly

You learn the following spells at the levels shown on the Meteorology table, and they don't count against your number of spells known. You can cast catapult once without expending a spell slot. When you do so, the spell is cast as if using a spell slot that is 3 levels below your Pact Magic slot level (minimum 1st level), and you must finish a short rest to do so again.

Meteorology
Warlock Level Spell
3rd catapult
5th Melf's minute meteors
11th greater catapult *
17th meteor swarm

Gravitational Finesse

Prerequisite: 5th level, Pact of the Blade, The Anomaly

You can either ignore the heavy property on your pact weapon while wielding it, or add the light property to it, but not both. Furthermore, if your pact weapon is a melee weapon with the two-handed property, you can change it to have the versatile property instead (the damage value does not change when wielding the weapon in one hand).

Spatial Manipulations

Prerequisite: 7th level, The Anomaly

You can cast either vortex warp or dimension door once, without expending a spell slot. When you cast dimension door, you can choose to forgo targeting yourself to teleport a willing creature you can see within range. Vortex warp is added to your Warlock spell list.

Subvert Gravity

Prerequisite: 7th level

You can cast spider climb on yourself at will, without expending a spell slot or material components. While under the effects of this spell, your jump distance is tripled.

Fundamental Mastery

Prerequisite: 15th level, The Anomaly

When you cast a warlock spell that requires concentration, and target only yourself, you can choose to ignore any concentration requirement the spell has.

The Unseen Hand

Prerequisite: 15th level, The Anomaly

You can cast Bigby's hand once without expending a spell slot. You regain the ability to do so when you finish a long rest. When cast, the hand is invisible and invulnerable.

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New Spells

The following spells are provided for ease of use at your table and are sorted by spell level first, then by alphabetical order.

Evoke Force

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

A violent eruption of force threatens to launch a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d6 force damage, and if it is no more than one size category larger than you, it is thrown 15 feet directly away from you.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

High-Gravity Zone

transmutation cantrip (Artificer, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: 1 round

The gravity in a 5-foot-radius, 100-foot high cylinder centered on a point you can see within range increases until the start of your next turn. Creatures within the zone must spend 2 feet of movement for every 1 foot they move. Levitating creatures are unaffected. For the spell's duration, everything within the spell's area has its weight multiplied by 3.

Until the start of your next turn, any object that isn't being worn or carried in the cylinder requires a successful Strength check against your spell save DC to pick up or move.

This spell's radius increases by 5 feet when you reach 5th level (10-foot-radius), 11th level (15-foot-radius), and 17th level (20-foot-radius).

Leaden Strike

1st-level transmutation (Druid, Ranger)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 min

The next time you hit a creature with a weapon attack before this spell ends, you greatly increase the weight of your weapon. The attack deals an extra 1d6 damage, and the target must succeed on a Strength saving throw or be knocked prone or pushed 5 feet away from you (your choice). A Large or larger creature has advantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Targeted Suppression

2nd-level transmutation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, 1 round (up to 1 minute if the target is an object)

The target must succeed on a Strength saving throw or immediately fall prone and become restrained. On a success, the creatures movement speed is halved instead. Floating creatures are immune to this spell.

This spell can be used on airborne targets and unattended objects as well; On a failure, an airborne target falls to the ground and as such takes appropriate falling damage. Falling damage caused by this spell cannot be negated by non-magical effects.

If this spell is cast on an unattended object, then that object's weight is multiplied by 50, you however treat the object as normal.

Rift Strike

3rd-level conjuration (Ranger, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 bonus action
  • Range: Self (60 feet)
  • Components: V, M (a torn piece of fabric)
  • Duration: 1 turn

You briefly conjure a tear in space between you and a creature within range. For the duration, you can treat the creature as if it is within 5 feet of you, and the first attack you make that hits the target deals an additional 4d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Star Fall

3rd-level transmutation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 reaction, which you take when you, another creature, or an object within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a piece of meteorite)
  • Duration: Instantaneous

You force a falling creature or object to descend in a flash, causing it to impact in a devastating manner. An unwilling target must succeed on a Constitution saving throw or take twice the normal amount of falling damage. You can choose for a target creature to land on their feet unharmed.

Creatures and objects on the ground within 10 feet of where the target lands (excluding the target) must succeed on a Dexterity saving throw or be blown 10 feet away. Falling damage caused by this spell cannot be negated by non-magical effects.

When this spell is cast on a creature under the effects of the feather fall spell, or when feather fall is cast on a creature under this spells effects, the spell cast using a higher spell slot level takes effect. If both spells use the same spell slot level, both are nullified.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each creature that fails a saving throw caused by this spell takes 1d6 fire damage for each slot level above 3rd.

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Collision

4th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S, M (a magnetized stone)
  • Duration: Instantaneous

You magnify the pull of force between two targets (a creature or object) that you can see within range, causing them to fall towards each other at break-neck speeds. Both targets must succeed on Strength saving throw or be pulled directly towards the other until they collide with one another or a solid object. If one of the targets is larger than the other, the smaller of the two has disadvantage on its saving throw. For every 10 feet a target is pulled it takes 1d6 bludgeoning damage and deals 1d6 bludgeoning damage to the other target.

Floortilt

4th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous

This spell shifts gravity for everything within a 50-foot
cube originating from a point within range. Choose a
direction that isn't up or down. All creatures and objects
that aren't somehow anchored to the ground in the area
fall along the length of the cube as if the direction
you chose was down. A creature can make a
Dexterity saving throw to grab onto a fixed object
it can reach, thus avoiding the fall.

If some solid object (such as a wall) is encountered
in this fall, falling objects and creatures strike it just
as they would during a normal downward fall.
If an object or creature reaches the end of the
area without striking anything, it stops falling and
lands prone.

Gravitational Collapse

5th-level transmutation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point you can see within range, you cause
the forces of gravity to collapse towards that point.
Each creature within 20 feet of the point must make
a Strength saving throw. On a failure, the creature
takes 5d10 force damage, and is pulled in a straight
line toward the point, ending in an unoccupied space
as close to the point as possible. On a successful
save, the creature takes half as much damage
and isn't pulled.

At Higher Levels. When you cast this spell
using a spell slot of 6th level or higher, the damage
increases by 1d10 for each slot level above 5th.

Burdening Weapon

6th-level transmutation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You imbue a weapon you touch with encumbering magic. Until the spell ends, the weapon can not be lifted by anyone but the current wielder. In addition, weapon attacks made with it deal an extra 2d8 damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. A creature that takes damage from this weapon must make a Strength saving throw. On a failure, the creature falls prone and is restrained until the end of your following turn. On a success, its speed is halved instead.

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Crushing Field

6th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (crushed galena)
  • Duration: Concentration, up to 1 minute

This spell greatly increases the gravity in a 30-foot-radius, 100-foot high cylinder centered on a point within range. For the spell's duration, everything within the spell's area has its weight multiplied by 10. A creature in the area must make a Strength saving throw. On a failure, it takes 1d6 force damage at the start of each of its turns, it falls prone, and it has disadvantage on ability checks, attack rolls, and saving throws that use Strength or Dexterity until it entirely leaves the area. All creatures must spend 4 feet of movement for every 1 foot they move within the area.

Non-magical projectiles that enter the spell's area drop to the ground and automatically miss.

Greater Catapult

6th-level transmutation ((Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet (120-foot line)
  • Components: S
  • Duration: Instantaneous

Choose one object weighing 500 to 1000 pounds within range that isn't being worn or carried. If a sufficient object is not nearby, you can draw multiple smaller objects that are within range into a singular mass, or even rip the very earth from its roots to be used as an object, creating 5x5 feet of nonmagical difficult terrain in its place.

Designate a line in any direction that is 120 feet long originating from the object. The object is hurled along that line before falling to the ground, stopping early if it impacts against a solid surface that it cannot break. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and continues moving if the creature's size is Large or smaller, otherwise it stops. When the object strikes something, the object and what it strikes each take 5d10 bludgeoning damage, a creature of size Large or smaller is knocked prone. This damage is doubled when dealt to structures.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of objects that you can target with this spell increases by 250 pounds, and the damage increases by 1d10, for each slot level above 6th.

Skyward Fling

6th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You alter the directional pull of gravity for one creature or object you can see within range. Choose any direction, the target instantly falls up to 500 ft. in that direction. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

Blackhole

8th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 15-foot diameter black sphere of perilous all-devouring void in an unoccupied space you can see within range. When a creature enters within 60 feet of the sphere for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failure, the creature is pulled 20 feet toward the center of the sphere and must spend 4 feet of movement for every 1 foot it moves away from the sphere. On a success, the creature is unmoved and must treat the area as difficult terrain.

The sphere is filled with ravaging gravity and blinding darkness which can not be altered. No light or sound can be created within or pass through the area. Spells, projectiles, and other magical effects can't pass through the sphere or be cast through it. Nothing can be seen within the sphere from the outside. Creatures and objects that are entirely inside the sphere are engulfed. An engulfed creature is blinded, deafened, restrained, and unable to breathe, and it must succeed on a Constitution saving throw at the start of each of its turns or take 6d12 force, or half as much on a success.

A creature or nonmagical object reduced to 0 hit points by the blackhole is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

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Wormhole

8th-level transmutation (Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 5 feet (60-foot cone)
  • Components: V, S
  • Duration: Concentration, up to the end of your following turn

You tear a breach into the fabric of space linking an unoccupied space you can see within range to an unknown place on an unknown plane. The breach is a circular opening, which is 10 feet in diameter. You can orient the breach in any direction you choose. The breach lasts for the duration. The breach has a front and a back on the plane where it appears. Travel through the breach is possible only by moving through its front. Anything that does so is instantly transported to the other plane taking 2d10 force damage and 2d10 psychic damage in the process, appearing in the unoccupied space nearest to the breach. The destination plane is chosen randomly by rolling on the Wormhole: Destination Planes table below. Huge or larger creatures are too big to fit into the breach.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

As long as the breach persists, a 60-foot-cone originating from the front of the breach is subject to a incredibly powerful vacuum-like pull. When a creature enters the cone for the first time on a turn or starts its turn there, it must succeed on a Strength or Dexterity saving throw (it's choice) or be pulled into the breach.

Wormhole: Destination Planes
d20 Plane
1 Mount Celestia, the Seven Heavens of
2 Bytopia, the Twin Paradises of
3 Elysium, the Blessed Fields of
4 The Beastlands, the Wilderness of
5 Arborea, the Olympian Glades of
6 Ysgard , the Heroic Domains of
7 Limbo, the Ever-Changing Chaos of
8 Pandemonium, the Windswept Depths of
9 The Abyss, the Infinite Layers of
10 Carceri, the Tarterian Depths of
11 Hades, the Gray Waste of
12 Gehenna, the Bleak Eternity of
13 The Nine Hells of Baator
14 Acheron, the Infinite Battlefield of
15 Mechanus, the Clockwork Nirvana of
16 Arcadia, the Peaceable Kingdoms of
17 Fire, the Elemental Plane of
18 Air, the Elemental Plane of
19 Earth, the Elemental Plane of
20 Water, the Elemental Plane of

* This list can be altered by your DM to fit any world or setting.

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Dimensional Slash

9th-level transmutation (Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You swing your weapon downward with force capable of tearing through all dimensions. Designate a line originating from you that is 100 feet long, 5 feet wide, 50 feet upwards, and 10 feet downwards. Each creature in that line must make a Dexterity saving throw, taking 20d12 slashing damage on a failed save, or half as much damage on a successful one. This dimensional tear effortlessly cuts through all objects, surfaces, and realms, destroying any creation of magical force in its path, such as the wall created by wall of force, affecting creatures in adjacent planes, such as the Ethereal, and leaving a perfectly cut-out hole in the effected area. The damage from this spell ignores resistances. If a creature is reduced to 0 hit points by this spell it is bisected, otherwise it is moved to space adjacent to the line.

Catastrophic Celestial Construction

9th-level transmutation (Druid, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet (60-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unleash the ultimate power of both ruin and creation. Choose a point within range that you can see; You create a Tiny celestial core at that point. The core exerts a tremendous gravitational pull in the area within 60 feet of it for the duration. Any creature that starts their turn in this area, or that enters that area for the first time on their turn, must succeed on a Strength or Dexterity saving throw (their choice). On a failure, they are pulled straight toward the core, ending in an unoccupied space as close to it as possible and are restrained. Whenever a creature ends their turn restrained this way, they take 10d6 bludgeoning damage. Unattended objects weighing less than 5000 lbs are also pulled into the core.

This spell can have additional effects depending on the environment in the area, as determined by the GM.


Structures. Structures that are within the area take 60 bludgeoning damage at the end of each of your turns. When they lose hit points, the resulting rubble is pulled into the core.


Terrain. Surfaces in the area, both liquid and solid, are pulled into the core. This process may create difficult terrain in the area until cleared, or it may force restrained creatures to hold their breath if enough liquid or rubble is gathered.


Buried. Restrained creatures are buried in the rubble gathered
by the core (if any), requiring a DC 26 Strength (Athletics)
check as an action to escape. The GM can adjust the DC
higher or lower, depending on the nature of the rubble.


When this spell ends, a spherical structure formed from
the accumulated rubble remains. Creatures remain
restrained as they are buried in the rubble, however this
causes no further damage. Using your DM's discretion,
determine the size of the sphere of rubble created. The
sphere is effected by gravity as normal, but remains
intact. If it falls, it can potentially damage nearby
creatures.

Skybound Structure

9th-level transmutation (Druid, Warlock, Wizard)


  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M (a crystal ball worth 1000gp, which the spell consumes)
  • Duration: Instantaneous

A vehicle, structure, or piece of land that you can see lifts from the ground and begins levitating in the sky. The target can be no larger than 200 feet on each side, including anything that may be atop it. Any creatures in the area are harmlessly lifted up as the structure rises.

You can change the target’s altitude by up to 60 feet in either direction on your turn as an action.

After 7 days or when you cast this spell somewhere else, the target floats gently to the ground if it is still aloft. Any creatures below the structure are magically forced out, and appear in the nearest unoccupied space.

Casting this spell on the same target once every 7 days for a year makes the skybound structure permanent.

Credits

Created by Anthony Vallozzi, you can contact me on reddit as /u/ch33ri000z. You can find my work and follow me for updates at gmbinder.com.

Special thanks to @Izzy for his eldritch invocation Subvert Gravity, found with his highly recommended Warlock +, and for all of his input during the design process.

Art in Order of Appearance

"Boom Shiva" by Android Jones
"Absence of Gravity" by Even Amundsen
"Wizard casting meteor" by Manuel Castañón
"Nahiri, Storm of Stone" by Aleksi Briclot
"character concept" by YUHANG
"Banish" by Denys Tsiperko
"Zero Gravity" by David Halluin

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