Adjusted Otherworldly Patrons

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Player's Handbook Otherworldly Patrons

Warlock: The Great Old One

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. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

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 Dissonant whispers, Tasha's hideous laughter
2nd Detect thoughts, Phantasmal force
3rd Clairvoyance, Sending
4th Dominate beast, Phantasmal Killer
5th Dominate person, Telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 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.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You must use this feature before you know the outcome of the attack roll.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

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 humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Sword Coast Adventurer's Guide

The Undying

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

The Undying 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.

Undying Expanded List
Spell Level Spells
1st Healing Word, Bless
2nd Gentle Repose, Aid
3rd Revivify, Feign Death
4th Aura of Life, Death Ward
5th Raise Dead, Legend Lore

Defy Death

You can give yourself vitality when you cheat death or when you help someone else cheat it. You also have advantage on saving throws against any disease and poison.

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. When you stabilize a creature with Spare the Dying or succeed on a death saving throw, you or an ally within 30 feet of you regain hit points equal to half your warlock level (rounded-up) in D8 die + your Constitution modifier (minimum of +1 HP).

You can use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest.

Among the Dead

Beginning at 6th level, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Undying Nature

Starting at 10th level, you can hold your breath indefinitely, and 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. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Withering Vortex

At 10th level, when you cast a spell that deals necrotic damage to any number of creatures that aren't Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. As a bonus action on your turn, you can regain your half total hit points. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

Xanathar's Guide to Everything

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting, utilizing a floating specteral weapon that aids them in battle dubbed the Hexblade,the namesake of this discipline.

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 spell list for you.

Hexblade Expanded List
Spell Level Spells
1st Shield, Wrathful Strike
2nd Hexblade(Spiritual Weapon), Steel Wind Strike
3rd Blink, Conjure Barrage
4th Phantasmal Killer, Mordenkainen's Faithful Hound
5th Animate Objects, Banishing Strike

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 damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll 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.

Hex Warrior

At 1st level, you acquire the abilities necessary to effectively arm yourself for battle.

  • You use an action to conjure a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it.
  • This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Your conjured 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.

If you pick the Pact of the Blade feature, the benefit extends to every weapon you conjure, regardless of the weapon's property.

Armor of Hexes

Starting at 6th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Cursed Spectre

Starting at 10th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a creature, you can cause its spirit to rise from its corpse as a spectre. When the spectre appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the spectre, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The spectre remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a spectre with this feature, you can't use the feature again until you finish a long rest.

Additionally your Hexblade's Curse spreads 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.

Master of Hexes

Starting at 14th level, you've mastered the art of tethering misfortune upon your foes. Once per turn, immediately after dealing damage to the target cursed by your Hexblade’s Curse, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its attacks deal only half damage. These effects last until the start of your next turn.

Moreover, your Hexblade(Spiritual Weapon) gains any benefits that apply to your Pact Weapon (Including magical properties granted by the absorbed weapon) and Eldritch Blast from your Eldritch Invocations.

 

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