Warlock: Risk of Rain Patrons

by Navermil

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The Wandering Vagrant


An enigmatic being swimming in the sky, the Wandering Vagrant is a giant flying jellyfish with many brains. Its thoughts and intentions are obscured to all, but having struck a deal with it you have gained a small glimpse into its mind, knowing some of its mysterious purpose.


Wandering Vagrant Magic

The Wandering Vagrant 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.

Wandering Vagrant Name Spells
Warlock Level Spells
1st Tasha's Caustic BrewTCE, Feather Fall
3rd Levitate, Melf's Acid Arrow
5th Lightning Bolt, Water Breathing
7th Freedom of Movement, Vitriolic SphereXGE
9th Control WindsXGE, Freedom of the WindsTDCSR

Nematocysts

1st-level Wandering Vagrant feature
you learn the acid splash cantrip, which doesn't count against the number of warlock cantrips you know.

For you, the acid splash cantrip does not deal additional damage at higher level but instead creates more than one bubble when you reach higher levels: two bubbles at 5th level, three bubbles at 11th level, and four bubbles at 17th level, and you can direct the bubbles at the same target or at different ones.

In addition, you may ignore the eldritch blast prerequisite on eldritch invocations. Any eldritch invocation you have that affects the eldritch blast cantrip also affects the acid splash cantrip for you. If an eldritch invocation requires you to hit a target with eldritch blast, it also works if a target fails the Dexterity saving throw of your acid splash.

Aerial Buoyancy

1st-level Wandering Vagrant feature
When you fall and aren't incapacitated, you can subtract up to 20 feet times your proficiency bonus from your fall when calculating fall damage.

Jellyfish Bloom

6th-level Wandering Vagrant feature
As a bonus action you can summon a number of jellyfish spirits equal to your proficiency bonus in an unoccupied space you can see within 15 feet of you. these spirits are a magical translucent beings that lasts until destroyed, until you dismiss them as a bonus action, until you manifest more spirits, or until you're incapacitated.

A spirit has AC 12, 1 hit point, has immunity to all conditions, its size category is tiny, and if it has to make a saving throw it uses your saving throw bonus for the roll.

On your turn, you can mentally command any amount of spirits to move up to 30 feet in any direction (no action required). If a spirit is ever more than 30 feet from you at the end of your turn, it is destroyed.

You can use the spirits in the following ways:

  • You can use your bonus action to have a spirit make an electric shock, which is a melee spell attack which uses your spell attack modifier to hit against a creature within 5 feet of the spirit. On a hit the spirit deals 1d4 + 3 lightning damage.
  • When you cast a spell that does not have a range of self on your turn, the spell can originate from your space or any of the spirits' space.

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

Electric Burst

10th-level Wandering Vagrant feature
As an action you can cause each of your spirits to deal a burst of electricity in a 10 foot radius around them. Every creature other than the spirits in range when you use this feature must succeed on a Dexterity saving throw or take 4d8 lightning damage.

A creature that is in the range of multiple electric bursts has disadvantage on its save but does not take the damage more than once.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend a warlock spell slot to use it again.

Wanderer's Grace

14th-level Wandering Vagrant feature
You gain a magical flying speed equal to your walking speed and you descend gracefully and do can not take any fall damage even if you are incapacitated or unconscious.

In addition while you are flying 30 feet off the ground or higher and cast a spell that has a range of 60 feet or more its range increases by 30 feet.

The Wandering Vagrant

Created by: /u/navotj
Art by: Hopoo Games & Gearbox Software
Version: 1.0.0

The Imp Overlord


An evil being moving in an way that seems to defy nature and logic. The Imp Overlord is a shadowy figure that normally attacks on sight, teleporting to its victims before their last moments. You have miraculously managed to strike a deal with it rather than get killed by it. Gaining the benefits of its kin you become able to move in unnatural ways and strike with eldritch power in your hands.


Imp Overlord Magic

The Imp Overlord 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.

Imp Overlord Spells
Warlock Level Spells
1st Inflict Wounds, Longstrider
3rd Blur, Kinetic JauntSCC
5th Blink, Nondetection
7th Freedom of Movement, Greater Invisibility
9th Steel Wind StrikeXGE, Passwall

Eldritch Claws

1st-level Imp Overlord feature
You become able to hold eldritch power in your hands, using it to strike fiercely. You learn the eldritch blast cantrip, which doesn't count against the number of warlock cantrips you know.

When casting eldritch blast you can choose for it to become a melee attack with a 5 foot range, and when you score a critical hit when casting eldritch blast as a melee attack you can roll one additional damage die when determining the extra force damage the target takes.

Enigmatic Maneuvers

1st-level Imp Overlord feature
You learn how to adapt some of the high mobility and seemingly impossible movement of your patron into your own dodging abilities. You may use your Charisma modifier instead of your Dexterity modifier when calculating your base AC or light armor AC.

Overlord's Movement

6th-level Imp Overlord feature
You become able to move from location to location, seemingly instantly. When casting eldritch blast you can teleport up to 15 feet before you make your first attack roll.

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.

In addition, you become able to naturally glide along the air without needing to walk. You can float 1 foot above the ground and move using your walking speed as normal. This does not stop you from falling or taking falling damage if there is no ground for you to float over.

Laser Vapor

10th-level Imp Overlord feature
You can make a powerful attack from your eye, shooting a red laser that explodes after a moment.

As an action, a powerful laser blasts from your eye, forming a line 50 feet long and 5 feet wide in a direction you choose Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much on a successful one.

You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Dimensional Menace

14th-level Imp Overlord feature
When casting Eldritch Blast as a melee attack you can now teleport 15 feet before each attack rather than just the first attack.

In addition, you may cast the misty step spell without expending a spell slot. You can cast misty step in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.


The Imp Overlord

Created by: /u/navotj
Art by: Hopoo Games & Gearbox Software
Version: 1.0.0

The Colossus


A lawful being in the shape of an impenetrable castle towering high in the sky, with each step that it takes the landscape changes. Having been knighted by your patron you have been given a mission of grave importance which you must complete in order to gain power and be assigned your next knightly mission.


Colossus Magic

The Colossus 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.

Colossus Spells
Warlock Level Spells
1st Earth TremorXGE, Thunderwave
3rd Earthen GraspXGE, Warding Bond
5th Erupting EarthXGE, Leomund's Tiny Hut
7th Stoneskin, Summon ConstructTCE
9th Transmute RockXGE, Wall of Stone

The Mountain

1st-level Colossus feature
As part of a long rest, you may absorb a melee weapon or an armor set, incorporating them into your body. If the weapon or armor requires attunement, you must attune as normal. Your body may change visually depending on what you absorb.

When you absorb a weapon, you become proficient in it and your hands gain all the benefits of the weapon such as damage, weapon properties (other than the finesse property), and magic properties, allowing you to make a weapon attack as if you are holding the weapon if you have a free hand, or in the case of a two-handed weapon, two free hands. Any slashing or Piercing you deal with this feature is instead dealt as bludgeoning damage as you make this attack.

When you absorb an armor set you become proficient in it and gain any of its benefits such as AC or magical properties as if you are wearing it, but most follow its strength requirements or suffer the penalty as normal.

You may only have one absorbed weapon and one absorbed armor set at a time. If you try to absorb a new weapon or armor, the old one appears beside you, and you lose any benefit you gained from that weapon or armor.

Additionally, your hit point maximum increases by 1 and height increases by 1 inch, and both increase by 1 again whenever you gain a level in this class.

Grand Stature

6th-level Colossus feature
You have learned how to imbue yourself with the might of the Colossus. As a bonus action, you magically gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • Whenever you make a Strength check or a Strength saving throw you gain a bonus to the check equal to your Charisma modifier (minimum of +1).
  • Once on each of your turns, one of your attacks with your imbued weapon can deal an extra 1d6 damage to a target on a hit.

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

Castle Crasher

10th-level Colossus feature
Once per turn when you hit a creature with an attack using your absorbed weapon, you can attempt to knock it back. The target must succeed on a Constitution saving throw or be pushed back 15 feet and knocked prone.

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.

In addition, you deal double damage to objects and structures with your spells and absorbed weapon attacks.

True Colossus

14th-level Colossus feature
Your normal size grows by one size category, and you gain all the previous benefits of grand stature permanently.

In addition, when you activate Grand Stature you gain the following benefits instead:

  • If you are smaller than Huge, you become Huge, along with anything you are wearing. If you lack the room to become Huge, your size doesn't change.
  • Whenever you make a Strength check or a Strength saving throw you gain a bonus to the check equal to your Charisma modifier (minimum of +1) and have advantage.
  • Once on each of your turns, one of your attacks with your imbued weapon can deal an extra 2d6 damage to a target on a hit.


The Colossus

Created by: /u/navotj
Art by: Hopoo Games & Gearbox Software
Version: 1.0.0


Young Black Imp

Tiny Fiend (Devil), Lawful Evil


  • Armor Class AC 13
  • Hit Points Hitpoints 13 (4d4+3)
  • Speed fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The black imp has advantage on saving throws against spells and other magical effects.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one.

Black Imp's Hover. The black imp can only hover 5 feet above the ground, seemingly gliding without the moving any body parts.

Teleport (Recharge 4–6). The black imp magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the imp can make one claw attack.
























Shock Jellyfish

Tiny Monstrosity, Unaligned


  • Armor Class AC 13
  • Hit Points Hitpoints 7 (3d4)
  • Speed fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 15 (+2) 12 (+1) 7 (-3)

  • Skills Arcana +4, Investigation +4
  • Damage Immunities lightning
  • Senses blindsight 20 ft., passive Perception 11
  • Languages understands common but can't speak, telepathy 60 ft.

Advanced Telepathy. The shock jellyfish can perceive the content of any telepathic communication used within 30 feet of it, and it can't be surprised by creatures with any form of telepathy.

Telepathic Shroud. The shock jellyfish is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Shock. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) lightning damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

 

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