D&D 5e Warlock Patron: The King of Dreams

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On some worlds, an entity deep within the ethereal or feywild gains oversight of the concepts of dreams and nightmares. When such a being is in play, sleeping creatures are, in a real sense, casting their minds into the realm of the King of Dreams. In such places, dreams and nightmares might become coherent, thinking entities in their own right, and gain enough power to threaten the waking world.

Far from omniscient or omnipotent, the King of Dreams often must rely upon servants to attempt to police the vast realm of dreams and the recalcitrant denizens therein. While tending to favor relying on other dreams and nightmares forged by their own hand, sometimes they will speak to a gifted dreamer and offer powers in exchange for service in maintaining the dream realm.

Warlocks of the King of Dreams are often tasked with hunting down rogue dreams and nightmares. These may take the form of fey or aberrations when they escape to the waking world, or may simply hide in the recurring dreams of certain mortals for a Sleepwalker to find. The warlocks may also be sent on more whimsical quests: some religious philosophers struggle to cleanly explain the difference between the King of Dreams and any other Archfey.

Pacts

  • Blade: Pact weapons of the King of Dreams seem altogether too fanciful to be real; the idea of the weapon, but not the reality. They tend to be overly large and have adornments that no waking smith would include. And yet, they strike as effectively as any mundane weapon.
  • Chain: Devotees of the King of Dreams often have a raven tasked to their aid, a protector and a spy for their patron. It has the statistics of the Psychopomp, though instead of being able to transport incorporeal undead, it can transport dream and nightmare fey and aberrations.
  • Tome: A classic dream journal, a dream-pact warlock’s book of shadows is often fanciful, with multicolored ribbon bookmarks, an intricate cover, and beautiful images that spontaneously accompany the spells inscribed within.
  • Blood: Blood-pact warlocks of the King of Dreams are generally descended from those that procreated while stuck in a coma, deeply linked to the realm of dreams while bringing a child into the world.

Features

Warlock LevelFeature
1stExpanded Spell List, Lucidity
6thSleepwalker
10thSandman
14thDreamworld

Expanded Spell List

The King of Dreams 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 LevelSpells
1stsilent image, sleep
2ndcalm emotions, phantasmal force
3rdcatnap (xge), phantom steed
4thconfusion, phantasmal killer
5thmodify memory, seeming

Lucidity

At 1st level, magic can’t put you to sleep unless you choose to let it affect you. Additionally, when sleeping (naturally or through voluntary acceptance of magical sleep), you retain a rudimentary awareness of the world around you. You do not have disadvantage on Wisdom (Perception) checks made while sleeping, and may wake and act immediately on your initiative when danger occurs while you are sleeping. You may, similarly, choose to wake immediately if subjected to danger that affects you in your dreams. These abilities do not apply when your patron puts you to sleep.

If you are normally incapable of sleep you may choose to sleep and dream. If you would normally rest fewer hours (e.g., four hours for trance), you only need to sleep this long to complete a long rest.

You have advantage on saving throws against illusion and enchantment spells, and on ability checks to recognize an illusion. You may use your action to grant a target you can touch a new saving throw to end an illusion or enchantment spell. At the DM’s discretion, these abilities also apply to effects that are similar to illusion or enchantment spells, but not technically spells.

You have advantage on Wisdom (Insight) rolls against creatures that dream.

Sleepwalker

Starting at 6th level, you gain the ability to walk through dreams. While sleeping, you may enter the dreams of any other sleeping creature within ten feet per point of proficiency bonus. The DM can describe the creature’s dreams to greater or lesser extent. You may encounter creatures of the dream realm within these visions, interacting with them as if you were in a waking encounter with them and the dreamer. Regardless of the outcome, you gain advantage on Charisma checks against the dreamer for 12 hours after they wake, due to your insight into their mind.

You may also use this ability to visit the realm of your patron while you sleep, and converse with them. At your patron’s whim, you may be led to other dreams or dream realms, and interact with them as if you were in a waking encounter.

Additionally, you gain resistance to Psychic damage.

Sandman

Starting at 10th level, you gain the ability to send other creatures directly to sleep, regardless of hit points. As a bonus action when you hit a target you can see with a weapon attack or spell (or the target fails a save against one of your spells), you may force the target to make a Wisdom saving throw against your spell save DC or fall asleep as if affected by the sleep spell. Undead and creatures immune to charm have advantage on this saving throw. If you affected multiple targets with the triggering attack or spell, you must choose one creature affected to be subject to this effect. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Additionally, you add the dream spell to your spell list (and may choose another spell if you had already learned this spell).

Dreamworld

You gain conjure fey (6th), mirage arcane (7th), demiplane (8th), and weird (9th) as additional uses of your Mystic Arcanum for the listed level (you may cast the spell instead of the spell you have chosen at that level).

After you take damage, you may use your reaction to enter the Ethereal plane, making it more difficult to affect you with subsequent attacks. You return to your original plane at the start of your turn.

Invocations

Warlocks of the King of Dreams count as warlocks of the Archfey to qualify for invocations.

Dream Vortex

Prerequisite: King of Dreams patron, 5th level warlock, Pact of the Blood feature

You add summon fey (tce) as a known warlock spell (and may choose another spell if you had already learned this spell).

When you cast summon fey or conjure fey, the fey spirit takes the form of a dream or nightmare of a creature within 60 feet of you when you cast the spell; that target has disadvantage on saving throws against the summoned creature’s abilities, and the summoned creature has advantage on attack rolls against that target.

D&D 5e: Additional Chain Pact Warlock Options

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It’s weird that only Fiendlocks get Pact of the Chain familiar options that are decent, right? Imp and Quasit are significantly better familiar options than Sprite, and while Pseudodragon at least gets Magic Resistance, it’s only CR 1/4 vs. the CR 1 of the fiendish options. This post offers some options for comparable CR 1 familiars that better fit some of the other patrons, and also a new invocation.

I feel like you should offer the youngest version of the Faerie Dragon as a familiar for Archfey warlocks, so that creates a better option than Sprite for them. Argonine is meant for Great Old One, Lantern Archon is meant for Celestial, and Psychopomp is meant for Hexblade (does anyone make a Hexblade patron warlock that isn’t a bladelock?). For Fathomless and Genie, I feel like a reskin of the Imp or Quasit as a stronger Mephit is probably fine: just make it an elemental and reskin the resistances and powers for the appropriate element.

New Invocation: Empowering Chains

Prerequisite: 5th level, Pact of the Chain feature

Your investment in your familiar improves its capabilities. Whenever you summon your familiar using the find familiar spell, it gains the following benefits:

  • The to hit for its attacks, its trained skills, and any saving throws DCs for its actions increase by +1 for every point your proficiency bonus is higher than 2 (essentially replacing its proficiency bonus with your own).
  • Its AC increases by half your proficiency bonus.
  • It gains additional HP equal to twice your Warlock level.
  • It gains the Multiattack action, allowing it to make two attacks with its main attack.
  • It gains the Evasion ability, as per the Rogue feature of the same name.

New Monsters

Argonine

A strange “cat” from beyond the known planes, the Argonine is a shadowy mass of eyes and sharp tentacles that can disguise itself as a mortal feline to those that don’t look too closely.

Argonine
Tiny aberration, unaligned

Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 30 ft., climb 30 ft.

STRDEXCONINTWISCHA
6 (-2)17 (+3)13 (+1)7 (-2)12 (+1)12 (+1)

Skills Acrobatics +5, Insight +5, Perception +5, Stealth +5
Damage Resistances bludgeoning, necrotic
Damage Immunities psychic
Condition Immunities charmed, grappled
Senses blindsight 60 ft., truesight 20 ft. passive Perception 11
Languages Deep Speech
Challenge 1 (200 XP)

Death Sense. The argonine can sense the exact location of any humanoid or beast within 120 feet with current hit points less than half its maximum hit points.

False Appearance. Unless it is using its Claw Barrage ability, the argonine is indistiguishable from a normal housecat to those without truesight, blindsense, or a link to a Great Old One.

Keen Senses. The argonine has advantage on Wisdom (Perception) checks that rely on sight or smell.

Light Sensitivity. While in sunlight or equivalent bright light, the argonine has disadvantage on attack rolls. The argonine has disadvantage on saving throws against effects that would cause the blinded condition.

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

Actions

Claw Barrage. Melee Weapon Attack: +5 to hit, reach 5 ft., all creatures within reach. Hit: 5 (1d4+3) slashing damage.

Shadowmeld. The argonine magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any items carried by the argonine become invisible with it. It may only use this power when in dim light or darkness, and it becomes visible again if it enters an area of normal or bright light.

Lantern Archon

The least of the celestial host, lantern archons are little more than ephemeral balls of light, assigned to lead mortals on the path of virtue by giving good advice and faint aid.

Lantern Archon
Small celestial, neutral good

Armor Class 17
Hit Points 11 (2d6 + 4)
Speed fly 60 ft.

STRDEXCONINTWISCHA
1 (-5)18 (+4)14 (+2)6 (-2)12 (+1)12 (+1)

Skills Perception +3, Religion +0
Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, prone, restrained
Senses darkvision 120 ft. passive Perception 13
Languages all, telepathy 120 ft.
Challenge 1 (200 XP)

Innate Spellcasting. The lantern archon’s spellcasting ability is Charisma (spell save DC 11). The lantern archon can innately cast the following spells, requiring no material components:
        At will: light, detect evil and good
        1/day: aid

Magic Resistance. The lantern archon has advantage on saving throws against spells and other magical effects.

Actions

Healing Touch (1/Day). The lantern archon touches another creature. The target magically regains 9 (2d8) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Light Ray. Ranged Spell Attack: +6 to hit, range 30/60 ft., one target. Hit: 6 (1d4+4) radiant damage.

Psychopomp

Easy to mistake for a particularly large and clever raven, psychopomps are minions of the Raven Queen that can be sent to aid her followers or to force the dead to move on.

Psychopomp
Tiny beast, unaligned

Armor Class 14
Hit Points 10 (3d4 + 3)
Speed 10 ft., fly 60 ft.

STRDEXCONINTWISCHA
2 (-4)18 (+4)12 (+1)6 (-2)12 (+1)14 (+2)

Skills Perception +3, Stealth +6
Damage Resistances necrotic, psychic; bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities frightened, life drained
Senses darkvision 60 ft. passive Perception 13
Languages all (can’t speak except Raven Speech and Mimicry)
Challenge 1 (200 XP)

Death Sense. The psychopomp can sense the exact location of any humanoid or beast within 120 feet with current hit points less than half its maximum hit points.

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

Mimicry. The psychopomp can mimic simple sounds it has heard, such a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a DC 10 Wisdom (Insights) check.

Raven Speech. The psychopomp can learn to croak a number of words equal to its Intelligence score.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:6 (1d4+4) piercing damage. This attack counts as radiant damage if it targets an Undead creature.

Blink. The psychopomp vanishes from its current plane of existence and appears in the Ethereal Plane, or, if already on the Ethereal Plane, appears in the nearest corresponding unoccupied space on the Material Plane (or the plane adjacent to the Ethereal that it most recently exited from). The psychopomp cannot carry any other living creatures or items with it, but may carry incorporeal undead or other souls. For unwilling incorporeal undead, the psychopomp must be adjacent before using this action, and the undead target receives a Charisma saving throw (DC 12) to avoid being brought along.

D&D 5e: Sorcerer Bonus Spells

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So I’ve finally played a sorcerer in 5e up to mid-levels, and am discovering the spells-known crunch is real. I have a larger rant about how the way prepared spells were changed in 5e ruined the balance between the Wizard and Sorcerer from 3e, which I won’t go into here. Suffice it to say that it’s not a ton of fun to agonize over your spell choices each level up, knowing that you’ll never really be able to cast more than two spells of each level (and even fewer at higher level, when you have 15 spells known for 9 spell levels). In particular, constantly chasing variety at your highest spell level leaves no room for lower-level utility spells. Meanwhile, Wizards, Clerics, and Druids can prepare up to 25 spells, from their giant list of resources.

Suffice it to say, I think WotC agrees, given that the new Sorcerer bloodlines in Tasha’s get 10 extra spells. This article simply suggests the same arrangement for the bloodlines from the PHB and XGE.

(As an aside, you could also easily give Warlocks their patron expanded spells as bonus spells known, rather than forcing them to purchase them from their limited spells known, without breaking anything at all.)

Draconic

At the level listed, learn the spell listed under Draconic Spells as a bonus spell known. Additionally, at each listed level, learn the spell listed under your breath weapon’s energy type as a bonus spell known.

  Draconic Spells Acid Cold Fire Lighting Poison
1st absorb elements tasha’s caustic brew ice knife burning hands witch bolt fog cloud
3rd dragon’s breath melf’s acid arrow snilloc’s snowball swarm scorching ray shatter protection from poison
5th fly water breathing sleet storm fireball lightning bolt stinking cloud
7th polymorph vitriolic sphere ice storm wall of fire storm sphere blight
9th wall of stone maelstrom cone of cold immolation destructive wave cloudkill

Wild Magic

At the level listed, learn the spell listed under Wild Spells as a bonus spell known. Additionally, at each listed level, roll 1d8 and learn the spell listed for the number rolled.

  Wild Spells Roll 1d8
1st chaos bolt
  1. absorb elements
  2. burning hands
  3. chromatic orb
  4. color spray
  5. detect magic
  6. disguise self
  7. silent image
  8. thunderwave
3rd shatter
  1. alter self
  2. blur
  3. crown of madness
  4. dust devil
  5. mirror image
  6. phantasmal force
  7. pyrotechnics
  8. web
5th blink
  1. counterspell
  2. dispel magic
  3. enemies abound
  4. fireball
  5. hypnotic pattern
  6. major image
  7. slow
  8. thunder step
7th confusion
  1. banishment
  2. dimension door
  3. greater invisibility
  4. ice storm
  5. polymorph
  6. storm sphere
  7. vitriolic sphere
  8. wall of fire
9th synaptic static
  1. animate objects
  2. control winds
  3. creation
  4. far step
  5. immolation
  6. insect plague
  7. seeming
  8. telekinesis

Divine Soul

At the level listed, learn the spell listed under Divine Spells as a bonus spell known. Additionally, at each listed level, learn the spell listed under your alignment Affinity as a bonus spell known. (At 1st level, this incorporates the bonus spell from your original Divine Magic feature.)

  Divine Spells Good Evil Law Chaos Neutrality
1st guiding bolt cure wounds inflict wounds bless bane protection from evil and good
3rd spiritual weapon lesser restoration blindness/ deafness zone of truth silence augury
5th revivify mass healing word animate dead magic circle dispel magic glyph of warding
7th banishment death ward shadow of moil guardian of faith freedom of movement divination
9th raise dead greater restoration contagion geas insect plague hallow

Shadow Magic

At the level listed, learn the spells listed as bonus spells known.

1st disguise self, false life
3rd invisibility, shadow blade
5th fear, spirit shroud
7th greater invisibility, shadow of moil
9th creation, enervation

Storm Sorcery

At the level listed, learn the spells listed as bonus spells known.

1st absorb elements, witch bolt
3rd gust of wind, warding wind
5th lightning bolt, wind wall
7th ice storm, storm sphere
9th control winds, destructive wave

D&D 5e Warlock Patron: The Elder Blood

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Vampires that survive beyond their first centuries of nights tend to accrue more and more dark power, eventually transcending simple undeath and becoming like unto demigods. Their plans are far more than simple survival and consumption: labyrinthine shadow conflicts with others of a similar power level. At this level their intentions can become perversely benevolent, seeing mortals as a renewable resource worth preserving to consume into eternity. While some are interested in the tried and true plots to plunge the world into eternal night, they are just as likely to while away their eternity trying to cause the cultures with blood flavors they enjoy to flourish and spread.

Since the biggest threat to such immortals is often their own progeny and peers, they are quite happy to fill their ranks of vassals with the living. Many of these, of course, hope to eventually be granted eternal life, and may feel cheated when their patron allows them to expire at the end of their natural span. Some warlocks are recruited directly by the spawn of these ancient vampires, while others have an indirect and mystical relationship as tense as more ephemeral warlock patrons. At the level where you are an institution, dreaming torpid beneath empires you have founded, distance is little object to contacting those that seek your favor.

Pacts

  • Blade: Summoning the pact weapon tends to resemble a fountain of blood that congeals from the warlock’s wounds, and collapses to red dust when dismissed. The pact weapons themselves seem corroded and decayed, more red rust than steel.
  • Chain: In addition to the normal options for chain-pact warlocks, servants of the Elder Blood may gain the services of a vargouille. They also tend to favor bats, rats, and ravens, and in addition to their normal powers, familiar options from the standard list in the find familiar spell gain the ability to drain life. Whenever they make the attack action or deliver a spell, they gain half of any damage they do as temporary hit points.
  • Tome: Books of shadows provided by the Elder Blood tend to be made of suspect leather and vellum, inked in red blood.
  • Blood: Blood-pact warlocks of the Elder Blood are typically somehow-living descendants of the vampire or its spawn. Sometimes a dhampir is spawned and creates a family line, while other times the conversion of an individual with a family echoes down the line of descendants.

Features

Warlock Level Feature
1st Expanded Spell List, Taste of Blood
6th Antediluvian Mark
10th Grave Repose
14th Bloodbath

Expanded Spell List

The Elder Blood 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 false life, inflict wounds
2nd alter self, animal messenger
3rd conjure animals, life transference
4th dominate beast, greater invisibility
5th dominate person, modify memory

Taste of Blood

At 1st level, you may taste blood to learn facts and weaknesses about a subject. For the purposes of tasting the blood for this feature, you are immune to any toxins, diseases, acids, etc. in the blood that would normally harm you from tasting it.

In combat, to taste a subject’s blood, you may take a use an object action within two rounds of damaging the target with your own slashing or piercing melee weapon. Instead, if an ally deals damage to the target with a slashing or piercing melee weapon, you may move adjacent to the ally and use your use an object action and your ally’s reaction within the same time frame to taste the blood. Out of combat, you must simply deal one or more damage with a cutting implement to a helpless or willing target.

Upon tasting blood you may either choose to exploit weaknesses or discern facts.

If you exploit weaknesses, you may, on the same turn, cast hex on the target without expending a spell slot or material components. Unlike a normal casting of the spell, you can only move the curse to a new target by tasting that target’s blood.

If you discern facts, you learn the target’s creature type (and subtype/race, if any), the nature of any diseases or poisons the target is currently suffering from, and whether the target is currently the subject of any active spells (and the spells’ schools).

Antediluvian Mark

Starting at 6th level, you bear the subtle mark of your patron, protecting you from others of its ilk. You have resistance to necrotic damage. You gain advantage on Charisma checks against undead. You may cast invisibility on yourself at will, without expending a spell slot or material components, but it only works against creatures of the undead type with an Intelligence score of 6 or less.

Any vampire, vampire spawn, or warlock of the Elder Blood that tastes your blood will immediately know the “public” identity of your patron, and likely cease attacking you unless hostile to your patron.

Grave Repose

Starting at 10th level, you gain Tremorsense with a 10-foot radius. Additionally, when you are standing on earth that is at least as deep as your height, you may use your action to quickly dig down and bury yourself in a shallow grave. Creatures without a burrow speed may not attack you while you are so buried. Anyone that knows what spot you are beneath may attempt to make a grapple check against you with disadvantage to reach into the disturbed earth and pull you back to the surface.

You do not need to breathe while using this power, and may rest quite comfortably beneath the earth. You cannot perceive anything beyond the space that is not obvious to your Tremorsense without using divination magics. You cannot cast spells that require somatic components while submerged, or perform any other actions that require the ability to move.

Unless a subject has Tremorsense or some other way to perceive you beneath the earth, you automatically succeed on all attempts to hide from that subject while submerged.

You may resurface as your move on your turn, and you resurface standing.

Bloodbath

Starting at 14th level, when a creature (that you can see and that has blood) is reduced to 0 hit points within 10 feet of you, you may use your reaction to cause it to erupt in a fountain of blood. It immediately and automatically fails a single death saving throw, if relevant. Unless obstacles, wind conditions, etc. would prevent it, all creatures within 10 feet of the target are covered in blood.

You and any friendly creatures coated in this blood may use their bonus action on their next turn to immediately expend one hit die to heal. Hostile creatures covered in the blood must immediately make a Wisdom saving throw against your spell save DC or become frightened for 1d4 rounds (with the exploded ally as the source). (Your allies probably don’t like it much either, but don’t have to save.)

If desired, you may also taste the subject whose blood you are covered in as a free action on your turn, for purposes of Taste of Blood.

You must complete a short or long rest before using this ability again.

Invocations

Children of the Night

Prerequisite: Elder Blood patron and Beast Speech

You have advantage on Charisma checks or Wisdom (Animal Handling) checks targeting predators, scavengers, and any nocturnal animal. You may cast beast sense at will, without expending a spell slot.

Form of Mist

Prerequisite: Elder Blood patron

You can cast misty step at will, without expending a spell slot, but you must expend one hit die instead.

Blightblade

Prerequisite: Elder Blood patron and Pact of the Blade feature

When you cast a necromancy spell that affects a single target, instead of targeting the spell normally you may cast the spell into your pact weapon. The next time you make an attack with your pact weapon, if you hit the target with the weapon attack, it is also affected by the spell (as if it was hit by the spell attack or failed its saving throw). You must make this weapon attack before the end of your next turn after casting the spell, and begins its duration, if any, upon making the weapon attack. If the spell allows multiple spell attacks on subsequent turns, if you take the attack action you may deliver the spell with one of your pact weapon attacks on each of these turns.

Bound in Blood

Prerequisite: Elder Blood patron and Pact of the Chain feature

You gain an additional use for your Taste of Blood feature: when you exploit weaknesses, instead of casting hex you may instead cast another spell at the target (which does consume a pact magic slot and components as normal). The spell attack has advantage or the target’s saving throw has disadvantage.

Book of Nod

Prerequisite: Elder Blood patron and Pact of the Tome feature

You gain an additional use for your Taste of Blood feature: when you discern facts, instead of gaining the listed information about the subject, you can instead cause an empty page of your book of shadows to fill with a summary/family tree of the subject’s lineage (biological if living, vampiric if undead). Any other subjects upon whom you’ve ever used Taste of Blood (that are related to the subject) are obvious to you in the tree, making it easy to determine to whom the target is related and how if you can also sample their blood. Without having tasted the blood of other relations on the tree, only the most obvious information will be present (sex; type, race, and subrace; approximate age on becoming a parent to the next person on the chart).

Daywalker

Prerequisite: Elder Blood patron and Pact of the Blood feature

You have resistance to radiant damage. You gain advantage to checks or saves to resist blindness or other negative conditions caused by bright lights. You have an innate sense of when you are attempting to do something essentially impossible (e.g., ice skate uphill).

D&D 5e Warlock Patron: The Wyrm

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Particularly ancient dragons absorb so much magic over their lifespans that they become as powerful as many other entities that are not quite gods, and can bestow this power accordingly. Whether they are chromatic or metallic, these great wyrms tend to have much more temporal and materialistic concerns that other such patrons. Warlocks they imbue are typically meant to be favored servants, to accomplish things in the world that the wyrm no longer can: locate and acquire treasure, identify and handle potential dragonslayers, scout and improve lairs, and herald the coming and demands of the wyrm when it leaves its own dwelling.

Unlike other forms of draconic servitors, warlocks patronized by these wyrms are not on course to become more dragonlike, but instead receive powers that improve their utility to their patrons. Most are found by other servants of the wyrm when they are young, and brought to the patron’s attention. Mortal lives flicker by in an eyeblink to the oldest of dragons, so there is always a need to identify and train new vassals, even should they not be of draconic heritage.

Pacts

  • Blade: These warlocks typically wield ornate and ancient weapons, a shadow copy of some relic that resides in the wyrm’s hoard.
  • Chain: Pseudodragons are by far the most common servitors for these warlocks, and often they have some distant heritage to the patron wyrm.
  • Tome: The warlock’s book of shadows is generally absurdly durable, an ostentatious construction of precious metals that survived centuries buried in the hoard before being loaned to a favored servant.
  • Blood: Blood-pact warlocks are not descendants of the wyrm, as those typically become draconic sorcerers. Instead, these warlocks are generally descended from long lines of servants to that particular dragon, even if the current warlock has forgotten the relationship. However, with the bond unformalized, echoes still tend to grant draconic features.

Features

Warlock Level Feature
1st Expanded Spell List, Avidity
6th Inurement
10th Lair Sense
14th Draconic Arcana

Expanded Spell List

The Wyrm 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 absorb elements, chromatic orb
2nd dragon’s breath, locate object
3rd fireball*, protection from energy
4th leomund’s secret chest, stone shape
5th cone of cold*, legend lore

* This takes the energy type of the patron wyrm’s breath weapon (acid, cold, fire, lightning, or poison) instead of its normal energy type.

Avidity

At 1st level, you gain an innate sense of nearby metals, the better to unearth hidden treasure for your master.

You have blindsight to a range of 10 feet, but this only allows you to sense items made of metal. This allows you to fight a creature wielding metal weapons, wearing metal armor, or composed of metal (e.g., metal constructs) with no penalties from darkness. You are able to perceive constructions made largely of metal within this radius (e.g., to avoid metallic obstacles or traps in the dark).

Additionally, you have advantage on Wisdom (Perception) and Intelligence (Investigation) rolls to discover hidden metal objects within this radius, or to detect hiding creatures that are wielding, wearing, or made of metal. This sense is good enough to penetrate earth and stone, detecting treasure or mechanisms that are buried or behind walls/floors.

Inurement

Starting at 6th level, you have resistance to the damage type of your patron wyrm’s breath weapon (acid, cold, fire, lightning, or poison). Additionally, when you pass a saving throw that would allow you to take half damage from this damage type, you take no damage (instead of halving the damage twice from saving throw and resistance). Finally, you automatically succeed at saving throws to overcome the frightful presence of dragons.

Lair Sense

Starting at 10th level, you gain an intuitive sense of the space and dangers within underground areas and similar lairs.

You automatically know the exact dimensions of the empty space within which you stand, up to a mile away, even if the dimensions are shrouded in darkness. In particular this allows you to detect the presence of walls and ceilings shrouded in darkness, and indicates gaps that may be potential exits (though it does not give you information on the rooms or spaces beyond those exits). You can tell whether you are under an open sky or a large internal area (unless the area is so large the ceiling is over a mile away). This ability is similar to sonar, and may also reveal exits that are concealed by illusion or obstructions of less than a inch thick.

If the area you are in grants lair actions or similar natural hazards, you immediately know the particulars of these actions. If a particular creature controls these actions, you can sense what type of creature it is and whether it is currently present within the lair.

You ignore difficult terrain if it is made of stone or metal.

You gain Darkvision to a range of 60 feet. If you already have Darkvision, increase its range by 30 feet.

Finally, you gain advantage on saving throws against traps, and traps that make attack rolls have disadvantage when attacking you.

Draconic Arcana

Starting at 14th level, when you obtain your 6th, 7th, and 8th level mystic arcana, you can instead cast the following spells in place of the arcanum you have selected at that level:

  • 6th: forbiddence, guards and wards, move earth
  • 7th: mirage arcane, sequester
  • 8th: illusory dragon

Invocations

Wyrmtongue

Prerequisite: Wyrm patron and one of Beast Speech or Beguiling Influence

You gain Draconic as an additional language. Any creatures of the dragon type that cannot speak a language count as animals to you for purposes of speak with animals. You gain advantage on Charisma checks against any creature of the dragon type.

Lash of the Wyrm

Prerequisite: Wyrm patron

You learn one of acid splash, fire bolt, poison spray, ray of frost, or shocking grasp as a bonus cantrip (whichever matches the energy type of your patron’s breath weapon). This cantrip counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known, and also counts as eldritch blast to qualify for any other invocations and benefits as if it was eldritch blast from those invocations.

After you have hit a target with this cantrip (even if it did not take damage due to energy immunity), until the end of your next turn, the target’s resistance to that energy type is decreased by one step (i.e., a creature immune to the energy becomes merely resistant and a creature that is resistant loses this resistance).

Blade Hoard

Prerequisite: Wyrm patron and Pact of the Blade feature

When you transform a magical weapon into your pact weapon, you do not lose access to previous magical weapons you’ve made into pact weapons. Whenever you summon your pact weapon, you can choose a different one of your weapons, but you can only have one present at a time (the previous one disappears if you summon another one). If any of these weapons requires attunement, the entire collection of weapons only counts as one attunement for you (but you only gain the benefits of the weapon you have currently summoned).

The ritual to bond a weapon still takes one hour. You can willingly break a bond to any of the weapons as your pact weapon, all bonds are broken if you die, and any or all of the weapons appear at your feet when their bond is broken.

Dragonrider

Prerequisite: Wyrm patron and Pact of the Chain feature

If you can find a willing dragon of at least one size category larger than you are, you gain a number of benefits riding it. You are considered proficient in any skills or tools required to use the dragon as a mount. You can mount or dismount as a bonus action. When you are mounted, you and the dragon can engage in telepathic communication. You are securely fixed to the dragon when mounted (an opponent must succeed at a difficulty 20 Strength (Athletics) check or similar to wrestle you free), even without a saddle, and have no difficulties casting spells or maintaining concentration while riding, even in dramatic aerial conditions.

Dragonmark

Prerequisite: Wyrm patron and Pact of the Tome or Pact of the Blood feature

Your patron has scribed an ancient sigil of dragonkind upon you or you have inherited it from your progenitors, turning your very flesh into a book. You may take one that of the supported dragonmarks for your race that is appropriate to your patron, changing your racial abilities to match the selected dragonmark. You qualify for the Greater Dragonmark feat.

D&D 5e, A Few More Warlock Invocations

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Last time, I left out the Hexblade, and I also left out my own Pact of the Blood. So here are a few more invocations.

Speaker for the Murder

Prerequisite: Hexblade patron and Beast Speech

Crows, ravens, and other corvids are always positively inclined to you (and anyone that attempts to use a spell or other command to order an individual or swarm of them to attack you must beat you in a contested Charisma check to have them attack). When you are outside in terrain where they live, there will always be at least one corvid keeping an eye on you, whom you can question with Beast Speech. By spending Inspiration, you guarantee that there was a corvid observing any situation where it makes sense, who you can quickly get in touch with through the avian network to question about what they observed (though the birds still may not have perfect memory or good understanding of what was observed).

When your pact magic slot reaches 3rd level, you gain conjure animals as a bonus Warlock spell, but it can only be used to summon ravens, crows, or other corvids.

Shadow Walker

Prerequisite: Hexblade patron and One with Shadows or Shroud of Shadow

When you are invisible and in an area of dim light or darkness, you can cast misty step on yourself at will, without spending a spell slot. You must emerge in another area of dim light or darkness.

War Magic

Prerequisite: Hexblade patron and Pact of the Blade feature

As the Eldritch Knight (Fighter) feature of the same name, whenever you use your action to cast a cantrip, you can make one attack with your pact weapon as a bonus action.

Curse Leash

Prerequisite: Hexblade patron and Pact of the Chain feature

You gain advantage on any saving throws or charisma checks against cursed or sentient items. You may cast remove curse on yourself at will, without expending a spell slot.

Book of Swords

Prerequisite: Hexblade patron and Pact of the Tome feature

Your book of shadows contains extensive documentation on magical weapons. You may cast identify at will, without expending a spell slot or material component. When your pact magic slot reaches 5th level, you may cast legend lore at will, without expending a spell slot or material component. Both of these spells may only target weapons or the context of weapons (e.g., you might use legend lore to learn of how a previous wielder of a weapon you possess used it).

And Your Children’s Children

Prerequisite: Archfey patron and Pact of the Blood feature

When your pact magic slot reaches 3rd level, you gain bestow curse as a bonus Warlock spell. If you cast a spell with a duration of Permanent or Until Dispelled that affects a target, and the target fails to save against the spell, you may cause that spell to also apply to all of the target’s descendants (each must save individually if they are currently alive, and any newborns automatically fail the save). You may use your Mystic Arcanum to cast any of your Warlock spells that gains increased duration from using a higher slot (e.g., you can use your Mystic Arcanum (9th level) to cast bestow curse as a 9th level slot instead of your normal Mystic Arcanum spell for that level).

Signed in Blood

Prerequisite: Fiend patron and Pact of the Blood feature

When you make a contract that you and a subject both sign in blood, you can cast geas on the subject at will, without expending a spell slot, but you are also subject to the geas (to fulfill your responsibilities in the contract). The instructions for the geas must be the terms of the contract, the casting time of the spell can be lowered to 1 action if at least a minute was spent writing and signing the contract, and the spell can only be ended by you ripping up the contract. You can’t do so again until you finish a long rest.

The Innsmouth Look

Prerequisite: Great Old One patron and Pact of the Blood feature

You have a particular look about you that inclines the denizens of darkness to believe that you are one of them. You gain advantage on Charisma checks against aberrations and other followers of the Great Old One. You gain advantage on Charisma (Deception) checks against any targets to convince them that you are evil, criminal, willing to betray your allies, or similar topics. Additionally, you can cast water breathing on yourself at will, without expending a spell slot or material components.

Holy Grail

Prerequisite: Celestial patron and Pact of the Blood feature

You may expend one or more hit dice as an action to bleed into a container and transmute your blood into a Potion of Healing. It is a standard potion for one hit die, a greater potion for two hit dice, a superior potion for three hit dice, and a supreme potion for four hit dice. The potion only remains viable for one hour after creation.

After creating such a potion, you may cast one or more other spells that affect a target (with a range greater than Self) into the created potion, their duration begins when the potion is imbibed, the target is the subject that imbibes the potion, and the subject has disadvantage on saving throws against the spell, if any.

The GM’s option, the vessel used to create this potion may have residual effects as a form of enchantment.

Scion of the Raven Queen

Prerequisite: Hexblade patron and Pact of the Blood feature

All spells (including cantrips) of the necromancy school are added to the warlock spell list for you. Additionally, you gain toll the dead as a bonus cantrip, and any invocations you have that apply to eldritch blast also apply to toll the dead.

D&D 5e, Additional Warlock Invocations

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I was talking with some friends about how my deeply held belief is that Warlock invocations are primarily to be used for shenanigans, rather than taking the ones with an obvious and simple combat application. This got me thinking about it, and I came up with some extra ones. Sadly, I could not figure out how to make all the additions awesome utility fun.

Some of these probably also need a level restriction, but I’m mostly assuming those are harder to make use of at low level anyway so it may be fine.

Changeling

Prerequisite: Archfey patron and one of Mask of Many Faces or Master of Myriad Forms

Onlookers have disadvantage on checks to see through your disguises (magical or mundane). Dispel magic attempts against you do not automatically remove disguise self or alter self, but must instead roll as if targeting a spell higher than the slot level of dispel magic, and this roll has disadvantage. You gain advantage on Charisma (Deception) rolls to pretend to be someone you are disguised as.

Glamour Weaving

Prerequisite: Archfey patron and Misty Visions

You gain the ability to concentrate on an additional spell, as long as that spell is of the Illusion school.

Gossamer Blade

Prerequisite: Archfey patron and Pact of the Blade feature

Your pact weapon is partly ephemeral, spun of solidified glamour. You may expend a pact magic slot as a bonus action. Until you cancel the effect as a free action on your turn, or until you take a short or long rest, your attacks with your pact weapon glide easily through armor and rend the mind and soul.

While this effect is active, your pact weapon deals psychic damage instead of its normal damage type, and instead of making an attack roll, targets of your attacks must make a Dexterity saving throw against your spell save DC (taking your weapon damage on a failed saving throw and half damage if successful). Targets must still be within reach of your melee attacks.

Additionally, while in this state, your pact weapon can cleave through illusions. If the creature that is the target of your attacks is under the effects of an illusion spell, or if you use an action to strike an illusion that is not anchored on a creature, apply the effects of casting dispel magic against any illusion effects present (at the level of your pact magic slot); this does not expend an additional pact magic slot or require you to be able to cast dispel magic. Rather than simply ending, an illusion dispelled in this way generally responds as if it was physically destroyed by the attack.

Oathkeeper

Prerequisite: Archfey patron and Pact of the Chain feature

When you make a deal with a willing subject (not magically compelled or under physical duress), you can cast geas on the subject at will, without expending a spell slot. The instructions for the geas must be the terms of the deal, and the casting time of the spell can be lowered to 1 action if at least a minute was spent working out the deal. You can’t do so again until you finish a long rest.

Book of Names

Prerequisite: Archfey patron and Pact of the Tome feature

Your Book of Shadows includes pages for signatures. If you can get a willing subject (not magically compelled or under physical duress) to sign their full name in the book, you have power over that individual. You have advantage on spell attacks against the subject, and the subject has disadvantage on saving throws against your spells and other magical effects. You may choose to willingly strike out a name, losing power over the subject.

Brand of Shared Sight

Prerequisite: Fiend patron and one of Devil’s Sight or Witch Sight

As an action, you may press your thumb to the brow of a willing subject and deal 2 fire damage, marking the subject with a small sigil that represents your patron. Whenever you are in a position where you can see the subject, the subject can share any forms of enhanced vision you possess (e.g., darkvision, Devil’s Sight, truesight, Witch Sight, etc.). You may maintain this effect on as many subjects as you desire, but it ends whenever the subject has maximum hit points (i.e., has healed the damage from the brand).

Blood Protection

Prerequisite: Fiend patron and Fiendish Vigor

Whenever your temporary hit points are reduced to 0, you gain resistance to the damage type that removed your last temporary hit point. This does not apply to the attack that removed the temporary hit points, but does apply to subsequent attacks. This resistance ends when you take a short rest, are restored to maximum hit points, or have a new set of temporary hit points removed by a different damage type (that becomes your new resistance).

Hellfire Blade

Prerequisite: Fiend patron and Pact of the Blade feature

As a bonus action, you can cause your pact weapon to switch from a physical object to coruscating flame. While in this form, the weapon deals fire damage instead of its normal type (bludgeoning, piercing, or slashing). You can change back to a physical weapon as an additional bonus action.

Soulbinder

Prerequisite: Fiend patron and Pact of the Chain feature

You may write a contract for a subject’s soul that must be signed in blood by you and the subject (who must not be magically compelled or under physical duress). If you successfully upheld your responsibilities in the contract, when the subject dies, the contract is immediately imbued with their soul, which you can free, use, or trade as you wish. Creating a contract automatically fails if the subject does not have a soul, or if the soul is already spoken for in another contract.

Shadow Ledger

Prerequisite: Fiend patron and Pact of the Tome feature

Your Book of Shadows includes pages for accounting of debts. Any debts you owe or are owed automatically appear in these pages (and this can inform you of verbal agreements or agreements made by proxies of which you were not aware). Additionally, you may store wealth in an extradimensional space associated with the book. The inside back cover of the book includes a pocket that opens into a Bag of Holding which can only store coins, gems, or art objects.

Psychic Driving

Prerequisite: Great Old One patron and Gaze of Two Minds

You may use a bonus action to maintain Gaze of Two Minds instead of an action (but you are still blinded and deafened to your own surroundings). Whenever you are using Gaze of Two Minds, you can treat the subject as your familiar, communicating with them telepathically and allowing them to deliver spells with a range of touch if they are within 100 feet of you.

Additionally, while you are maintaining Gaze of Two Minds or have a thrall from the Create Thrall ability, if you have more than twice the hit dice of the subject and are within 100 feet, you may attempt to possess them. You may force a contested Charisma check with the subject as your action. Once you have succeeded on three of these checks, you and the subject swap bodies. Treat both of you as possessing the other’s body as per the magic jar spell (and you no longer need to spend actions to maintain Gaze of Two Minds). Treat the spell as cast at a level of your highest pact magic or mystic arcanum slot if either of you is subjected to dispel magic. If the effect is dispelled, or you voluntarily end it as a free action, you both return to your original bodies. If either body is currently dead, the effect cannot be dispelled or voluntarily ended (i.e., the living body is permanent possessed by the wrong mind).

Impossible Sight

Prerequisite: Great Old One patron and one of Eyes of the Rune Keeper, Eldritch Sight, or Visions of Distant Realms

You can cast see invisibility at will, without expending a spell slot or material components. Additionally, you may use an action to roll Intelligence (Investigation) contested by the target’s Charisma (Deception) to determine if a target you can see is charmed or possessed.

Abhorrent Weapon

Prerequisite: Great Old One patron and Pact of the Blade feature

Your pact weapon is somehow wrong for this plane of existence, made of strange (possibly living) materials or impossible angles. Sane individuals have trouble focusing on it, making it hard to defend against your attacks. Spend a pact magic slot to gain advantage on all attack rolls with your pact weapon. This ends when you regain your pact magic slots. At the GM’s option, this may not work against targets that are mad or mindless (particularly aberrations, constructs, oozes, plants, and undead).

Subconscious Whispers

Prerequisite: Great Old One patron and Pact of the Chain feature

You can cast command at will as a 1st-level spell, without expending a spell slot. You must be in telepathic communication with the target of the spell.

Necronomicon

Prerequisite: Great Old One patron and Pact of the Tome feature

Your Book of Shadows is protected by a glyph of warding containing the confusion spell, which is triggered by anyone not devoted to the Great Old One attempting to read the book, uses your spell save DC, and resets automatically whenever it is triggered or dispelled. Additionally, when you gain your 5th level pact magic slot, you automatically learn contact other plane as a bonus Warlock spell and have advantage on the Intelligence saving throw involved in that spell.

Divine Protection

Prerequisite: Celestial patron and Armor of Shadows

You can cast sanctuary and shield of faith without expending a spell slot or material components.

Angel’s Wings

Prerequisite: Celestial patron and Ascendant Step

You can cast fly on yourself at will, without expending a spell slot or material components.

Angelic Weapons

Prerequisite: Celestial patron and Pact of the Blade feature

As a bonus action, you can cause your pact weapon to switch from a physical object to brilliant light. While in this form, the weapon deals radiant damage instead of its normal type (bludgeoning, piercing, or slashing). You can change back to a physical weapon as an additional bonus action.

Steed of the Faithful

Prerequisite: Celestial patron and Pact of the Chain feature

You can cast find steed at will without expending a spell slot. The steed replaces your familiar, and vice versa.

Holy Book

Prerequisite: Celestial patron and Pact of the Tome feature

You can cast ceremony at will from your Book of Shadows without expending a spell slot or material components.

Additionally, planar ally, conjure celestial, holy aura, and gate are added to the Warlock spell list for you as options for your mystic arcana.

D&D 5e: Pact of the Blood (Warlock Pact Boon)

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Some Warlocks come by their pacts by inheritance, rather than deliberate choice. Straddling the line between Warlock and Sorcerer, their fell agreements are inherent in their blood. For some, this is actual descent from a pact-granting entity or one of its servitors. For others, it is a contract, geas, or curse that has been passed down a family line. In either case, this source of magic works as a pact rather than sorcery: the power is coming from the original entity, not the caster’s own blood.

In many ways, such an implicit bargain is more dangerous than a formal agreement: the Warlock has little idea of how much credit she’s taking out until the bill comes due. Some may seek to broker an actual contract later in their careers, switching to a different pact with a straightforward accounting of the bargain. She may even switch patrons completely: a blood-pact Warlock of a Fiend may swear her blade to an Archfey to save her soul (though she may learn that vassalage to the fey is a greater bondage in many ways).

Blood pact Warlocks are more likely even than other Warlocks to suddenly get notice that a patron has a quest that must be accomplished, and credit cut off cut off if it’s not completed in a reasonable time frame. Sometimes this is a mission no darker than any other quest. Others, it’s the inspiration to finally formalize the contract. Some such Warlocks never receive such a request… which may lead them to believe that they’re somehow accomplishing their patron’s goals without even intending to do so.

And that’s before the echoes start…

Pact Boon

At 3rd level, you learn two of the Metamagic options of the Sorcerer. These can be used only with spells cast with your Pact Magic.

To cast a spell using metamagic, treat your Warlock Slot Level as if it was 1-3 levels lower (based on the sorcery point cost of the metamagic), or half-level for Twinned Spell. For example, most metamagics are cast at one level lower, Quickened is cast at two levels lower, Heightened is cast at three levels lower, and Twinned Spell is cast at half its level (round down).

You can only cast spells of equal or lower level to the reduced slot (e.g., if you have 4th level slots and the Quickened and Subtle spell metamagics, you can cast any spell of 2nd or lower with Quickened, or any spell of 3rd level or lower with Subtle).

You may use metamatic with your Mystic Arcanum spells: treat the arcanum slot as working equivalently to a pact magic slot for this purpose. If the arcanum is reduced to 5th level or below, use it to cast any applicable spell you can cast with your pact magic slots. If it’s reduced to 6th level or higher, use it to cast the arcanum you have at that level.

Eldritch Invocations

Lesser Echoes

Prerequisite: 7th level, Pact of the Blood feature

You have begun to transform into a supernatural creature in service to your patron. This may be an echo of your ancestor, or the form your patron intends for you once your life as a mortal is complete. Choose a monster of a type related to your patron (e.g., devil or demon for the Fiend, fey for the Archfey, aberration for the Great Old One, etc.). You take on some minor cosmetic and personality features of the monster (possibly replacing one of your characteristics). Additionally, choose one of the monster’s traits and come up with an equivalent version for yourself that seems reasonable to you and your GM.

Suggested powers include gaining a resistance to an energy the monster is resistant or immune to, gaining a climb speed equal to half your normal speed, gaining a special attack equivalent to another attack at 7th level (or an enhancement to your attacks that can be used a limited number of times per rest), or gaining a special power equivalent to a 4th-level spell that you can use once per long rest.

You also choose another metamagic option (your third).

Greater Echoes

Prerequisite: 15th level, Lesser Echoes, Pact of the Blood feature

You have continued your transformation into a proper servitor for your patron. Choose even more obvious cosmetic and personality traits of the monster type (replacing another characteristic). Additionally, choose another power with your GM based on the monster’s capabilities.

Suggested powers include immunity to an energy type the monster is immune to, gaining a flight speed equal to your normal speed, gaining one of the monster’s special attack types (even really powerful ones), gaining a special power equivalent to a 2nd-level spell that you can use at will, an equivalent to a 4th-level spell that you can use once per short rest, or an equivalent to an 8th-level spell that you can use once per long rest.

You also choose another metamatic option (your fourth).