Warlock of The Great Horned Rat

by DrDeathmurder

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Warlock of The Great Horned Rat

The Great Horned Rat

The Great Horned Rat is infinitely patient, an insidious evil that has gnawed on the edges of reality since the earliest times. Undying and eternally scheming, this cunning deity patiently awaits the day of the Great Ascendancy, when his children will swarm across the face of the world, devouring it from within. He represents all things the Skaven are, or wish to be. Entropy is his mantra; decay is his stock in trade. All things must rot, figuratively or literally, and the Horned Rat and his offspring are the worldly reality of this simple truth. Whether it is by being a ratkin in nature or accomplishing something noteworthy of The Great Horned Rat, he saw fit to bestow you with his unholy powers...for now.

Expanded Spell List

The Great Horned Rat 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.
Spell Level Spells
1st Bane, Dissonant Whispers
2nd Pass Without Trace, Phantasmal Force
3rd Bestow Curse, Call Lightning
4th Death Ward, Storm Sphere
5th Cloudkill, Contagion

Mark of The Verminlord

Starting at 1st level, the mark of The Great Horned Rat manifests one of your hands. The mark acts as a spellcasting focus. Furthermore, the mark gives you proficiency in Tinker Tools and the Skaven language (Queekish).

If the hand that carries the mark is severed it reappears on another point on your body.

Aspect of The Great Horned Rat

At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.
  • You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Aspect of The Great Horned Rat reflects your Patron's, shrouding you in green mist, forming horn-like appendages ontop of your head.

Vermin Touched

At 6th level, your patron’s powers have a profound effect on your body and magic. You gain resistance to poison damage. In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with lightning damage.
While you are using your Aspect of The Great Horned Rat, you can roll one additional damage die when determining the lightning damage the target takes.

Chaotic Husk

At 10th level, Your connection to your Patron's chaotic energy now saturates your body. You have resistance to lightning damage. If you are transformed using your Aspect of The Great Horned Rat, you also become immune to poison damage.

In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with chaotic energy. Each creature within 15 feet of you takes lightning damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Avatar of The Great Horned Rat

At 14th level, your Patron's spirit temporarily merges with yours. As an action, you can beckon The Great Horned Rat to possess your body, further empowering you with His might.

While possessed, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • Your walking speed increases by 15 ft, and you have a climbing speed equal to your walking speed. Attacks of opportunity against you are made at disadvantage.
  • Your hands turn into claws. They are considered simple weapons with the finesse feature that you are proficient with, and they deal 2d12 damage on a hit. They still function as hands.
  • While you are using your Aspect of The Great Horned Rat, once during each of your turns when you deal lightning, acid or poison damage to a single creature, you regain hit points equal to half the amount of damage dealt.

Alternative Warlock Pact Boons

Pact of the Warlord

Many warlocks enter into pacts seeking to inflict pain or exert dominance over others. If this is the case, often patrons will provide the warlock with a conjured whip or flail, which could be anything from an elegant, graceful vine-line lash to a mass of chains and infernal barbs to a long spied rat's tail. This pact whip allows the warlock to inflict pain at a relative distance, and is a symbol of the warlock's domination over others.

You can use your action to create a long whip as a pact weapon in your empty hand and you are proficient with it while you wield it. It has a react of 10 feet, the finesse propriety, and the ability to do 1d6 plus your dexterity modifier slashing damage on a hit. This weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required) or if you die.

You can transform one magic whip into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the whip, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Alternative Eldritch Invocations

Dread Lash

Prerequisite: 5th Level, Pact of the Warlord

You can attack with your pact whip twice, instead of once, whenever you take the Attack action on your turn.

Packmaster

Prerequisite: 12th Level, Pact of the Warlord

You can cast Conjure Animals once using a warlock spell slot, with the choice selection expanded to humanoids. You can't do so again until you finish a long rest.

Hexwhip

Prerequisite: Pact of the Warlord

Whip holding your pact whip, any spell with a range of touch has instead a range of 10 feet.

 

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