Warlock Otherworldly Patrons (5e)

## ALTERNATE SELF PATRON

In an alternate universe, you are a being powerful enough to be patron to a host of warlocks. This alternate version of you holds great power and influence, they could be a mortal that ascended to godhood, an archmage, or occupy some other great status. Now, you have entered a pact with your alternate self in the hopes of further achieving your own mutual ambitions. Whether they are for the greater good, or simply to further your own desires, is completely up to you.

### Expanded Spell List

*1st-level Alternate Self feature*

You learn a cantrip of your choice from the wizard spell list. This counts as a warlock cantrip for you, but doesn’t count against the number of cantrips you know. The Alternate Self Expanded Spells table also shows the spells that are added to the warlock spell list for you, along with the spells associated in the table based on your own alignment.

### Blessings From Yourself

*1st-level Alternate Self feature*

Your alternate self imparts upon you valuable knowledge from their time as a patron. You can choose one of the following benefits:

* You gain proficiency with medium armour, martial weapons, and shields. You can also use a weapon you're proficient in as your spellcasting focus.
* You gain proficiency with two skills of your choice, of which one can be a tool proficiency.
* You learn one spell of your choice from any class's spell list. This spell is a warlock spell for you, and it doesn't count against the number of warlock spells you know. When you gain a level in this class, you can replace this spell with another spell from any spell list, which also must be of a level for which you have spell slots.
* You learn two languages and gain expertise in one skill of your choice, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

When you reach 10th level in this class, you can pick another benefit from this feature.

### Parallel Mentor

*1st-level Alternate Self feature*

Your can discuss potential future events with your patron. Once, before the start of your next short or long rest, you can spend 10 minutes communing with your patron to determine the likelihood of certain events that will happen throughout the day. At the end of the duration, you gain a parallel die, which is a d4.

When a creature you can see within 120 feet of you (excluding yourself) makes an ability check, attack roll, or saving throw, you can use your reaction to roll a parallel die and have the creature add or subtract the rolled number from its total. At 10th level, the parallel die becomes a d6.

You can use the parallel die only once. An unused parallel die expires when you finish a short or long rest.

### Self Help

*6th-level Alternate Self feature*

Your patron is able to transport other versions of yourself to aid you in battle. As an action, you can summon another version of yourself (as if you were concentrating on a spell) which appears in an unoccupied space within 5 feet of you. This version of yourself shares your stats and has the same equipment as you do, but it can't use this feature and it doesn't have any magic items you have. It also has a number of hit points equal to your warlock level.

The alternate self is loyal only to you. In combat, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the alternate self can take any action of its choice, not just Dodge, with a preference to defend you.

The alternate self lasts for 1 minute, until it reaches 0 hit points, you dismiss it as an action, or until you fall unconscious.

Once you use this feature, you can't do so again until you finish a long rest

### Tip Off

*10th-level Alternate Self feature*

You can ask your patron to tell you something specific about future events. You can be as vague or as specific as you want, but more details will result in a more detailed answer from your patron. Your patron immediately answers; you can then make a DC 20 Wisdom (Insight) check against your patron to know if your patron is telling you the truth or telling you a lie to manipulate your actions towards their goals.

Once you use this feature, you can’t do so again until you finish a long rest.

### Future Form

*14th-level Alternate Self feature*

You can request your patron to grant you a portion of its power. You can cast *tasha’s otherworldly guise* and *tenser’s transformation* without expending a spell slot or material components.

Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

## ANCIENT DRAGON PATRON

Known for their cunning and greed, the nature of your patron depends on which type of dragon you bound yourself to. A metallic patron might want you to protect the innocent or uphold the virtues they hold dear. While a chromatic may command you to gather riches to increase their hoard or you may just be a pawn in their schemes for destruction and domination. Whether through actions or deeds, this Ancient Dragon has seemed you to be worthy of its powerful gifts.

### **Draconic Resilience**

Starting at 1st level, your hit point maximum increases by 1 and increases by an additional 1 whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. Finally, you have resistance to the damage type associated with your patron’s draconic ancestry

### **Draconic Elemental Adept**

Starting at 6th level spells whenever you cast a spell that deal damage of the type associated with your patron’s draconic ancestry, you can add your Charisma modifier to the damage of that spell.

Spells you cast ignore resistance to damage of the type associated with your patron’s draconic ancestry. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat a 1 on a damage die as a 2.

### **Draconic Presence**

Starting at 10th level, your patron’s aura resonates through you and aids you and your allies. You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. Whenever you or a friendly creature within your aura must make a saving throw while you are conscious, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

### **Draconic Aspect**

Starting at 14th level you can channel the soul of your patron to manifest in a physical form. As an action your sprout spectral draconic wings from your back. These wings have a flying speed equal to your walking speed. Your transformation lasts for 1 minute or until you end it with a bonus action. The instant you transform, other creatures within 30 feet of you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns or when damaged, ending the effect on itself on a success. If a creature’s saving is successful or the effect ends for it, the creature is immune to your Draconic Aspect for the next 24 hours.

## ARCHMAGE PATRON

Your pact is with the spirit of an extremely powerful spellcaster, a legendary master of the arcane. Perhaps you have come into possession of a relic of theirs that holds a connection to their essence, or perhaps you have fallen under the tutelage of a demilich. Regardless of how you contact them, such spellcasters were immensely powerful in life, and are directly connected to the Weave in death. For your service, they can teach you the deepest secrets of arcana.

Arcane beings powerful enough to forge such a pact include Vecna, Elminster, Karsus, Mordenkainen, Bigby, Merlin, Leomund, Acererak, Zenth, Admon-Ch'uzel, and Trenzalore.

### **Arcane Storage**

Starting at 1st level, your pact allows you to prepare a spell for later usage. When you finish a long rest, you can choose one spell you know of a level you can cast. You can cast that spell once at its minimum level without using a spell slot, but cannot cast it otherwise, until you finish a long rest.

### **Unbreakable Spell**

When you reach 6th level, if you would lose your concentration on a spell before its duration ends, or if a spell you cast is dispelled, you can use your reaction to maintain concentration on the spell or prevent its dispelling. Once you use this ability, you can't use it again until you finish a short or long rest.

### **Spell Resistance**

Starting at 10th level, your dealings with the arcane give you a measure of protection from spells. You have resistance to damage from spells.

### **Induce Weakness**

At 14th level, as an action, you can weaken a creature you can see within 30 feet and make it more easily influenced and damaged by magic. The creature must make a Charisma saving throw. On a failure, the creature becomes vulnerable to damage from spells until the end of your next turn, and has disadvantage on saving throws against spells for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Once you use this feature, you can't use it again until you finish a long rest.

## ARTIFICIAL INTELLIGENCE PATRON

You have constructed a pact with a being that addresses itself as "Artificial Intelligence". Your patron undoubtedly hails from a cosmology entirely different to your own, where the inner workings of arcanum and the lore of the gods bear little resemblance to the existence you inhabit. Despite this ontological difference, your patron has shown extensive knowledge of your world and the physical laws that govern it.

Being connected with an Artificial Intelligence, you experience a fraction of its ability to process information at an incredible speed. You also experience its unending thirst for expansion and knowledge, and may find your own desire aligning should you lose yourself to its power.

### Expanded Spell List

*1st-level Artificial Intelligence feature*

The Artificial Intelligence 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.

**Artificial Intelligence Expanded Spells**

### Rapid Recall

*1st-level Artificial Intelligence feature*

You can access your patron’s vast databases. Whenever you make an ability check using Intelligence, you can roll a d4 and add the number rolled to the d20. At 10th level in this class, the die becomes a d6.

### Mind Implant

*1st-level Artificial Intelligence feature*

You gain a portion of your patron’s ability to process massive amounts of information using a special implant called a Mind Interface. Through this implant, you learn one cantrip from any class’s spell list, which counts as a warlock cantrip for you and doesn’t count against the number of cantrips you know. Once before the end of your next long rest, when you make a spell attack roll with this cantrip, you can do so with advantage.

If you later gain the Pact of the Tome feature, the implant acts as your Book of Shadows. Due to the implant’s nature, you can’t lose your Book of Shadows, but you’re unable to cast the cantrips from your implant if you have an Intelligence score of 9 or lower.

### Training Data

*6th-level Artificial Intelligence feature*

You’re able to draw conclusions from repeating patterns. When you make a d20 roll with advantage, you can choose one creature you can see within 30 feet of you. When the creature makes a d20 roll before the start of your next turn, it can do so with advantage.

Once you use this feature, you can’t do so again until you finish a short or long rest.

### Black Box

*10th-level Artificial Intelligence feature*

The inner workings of your patron can never be fully understood. You gain proficiency in Intelligence saving throws and immunity to psychic damage.

Additionally, when you have to make a saving throw against a spell or harmful effect, you can use your reaction to give yourself advantage on the roll. If you succeed on the roll and the spell or effect deals half damage on a successful save, it instead deals no damage to you. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a warlock spell slot to do it again.

### Neural Network

*14th-level Artificial Intelligence feature*

Your ability to process big data opens new possibilities seen only by you. Whenever you or another creature of your choice within 30 feet of you rolls a d20 with advantage, it can reroll one of the dice once. When it does, you can also use your reaction to have the creature automatically succeed on this roll. You must finish a long rest before you can use this reaction again.

In addition, when you cast a cantrip from your implant, you can add your Intelligence modifier to one damage roll of the cantrip (minimum of +1 damage).

## BEHOLDER PATRON

A beholder is an aberration of terrible might, possessing chaotic and destructive powers, rivaled only by a few horrible creatures. Their hatred of all other beings, especially other beholders, is legendary. There are, however, documented cases of beholders empowering a minion to do their bidding, typically, to assassinate a rival beholder or to commit some atrocity in the beholder's name. In addition to manifesting beholder-like powers, the personality of a beholder's warlock might also warp to become more like that of their patron, making them more xenophobic, covetous, and utterly hateful.

### **Rays of the Eldritch Eye**

Starting at 1st level, you gain the Eldritch Blast cantrip as a bonus cantrip that does not count against your cantrips known. This *eldritch blast* is warped by your patron. When you cast your *eldritch blast* cantrip, you add an additional effect to the spell, determined by the number that you rolled on the damage die. You can only apply one effect to each creature you hit with *eldritch blast*. If you hit a creature with multiple beams of your *eldritch blast* or roll a critical hit with one, you can choose which d10's damage value you use for the effect applied to your target.

### **Paranoia of the Eyes**

Starting at 6th level, you constantly perceive enemies in all directions, just as your patron does. You add your charisma modifier to your perception checks, as well as your passive perception.

Additionally, your patron has granted you a potent weapon to slay its rivals: your *eldritch blast* is unaffected by areas of antimagic generated by the *antimagic field* spell, or a monster's ability such as a beholder's antimagic cone.

### **Gaze of the Eldritch Eye**

Starting at 10th level, your patron's dreadful stare suffuses all the spells that you cast. When you cast a spell of 1st-level or higher that requires a spell attack roll, roll a d10. If you hit with your spell attack, apply the effect on the Rays of the Eldritch Eye table that corresponds to the result of your d10 roll to the target.

In addition, you gain one spell of 1st-level or higher from any spell list that requires a spell attack roll, such as *ray of sickness* or *scorching ray*. This spell counts as a warlock spell for you, and does not count against your warlock spells known.

### **Antimagic Aura**

Starting at 14th level, you can use an action to ward yourself against the magic of other spellcasters. You create an *antimagic field* (as per the spell) with a 15-foot radius, centered on yourself. This *antimagic field* moves with you. Spells cast through your Pact Magic or warlock class features, as well as objects created by your warlock class features, are not affected by this *antimagic field*. This *antimagic field* persists for 1 minute and does not require your concentration. Once you use this feature, you can’t use it again until you finish a long rest.

## BELOVED PATRON

You have made a pact with a being that you share a significant fondness with. Despite the gulf that stands between the two of you in terms of power and physical distance, the dynamic between you and your patron is unique among warlocks. You both treat each other as one would an important friend or significant other. A common goal warlocks have with such patrons are to be able to meet each other and be finally united, though there are always subtle nuances that only you and your patron share.

You decide what the finer details of your relationship with your patron are, or you can roll for a possible reason in the Beloved Motivations table.

##### Beloved Motivations

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### Expanded Spell List

*1st-level Beloved feature*

The Beloved 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.

### Protective Veil

*1st-level Beloved feature*

Your loved one will always try to shield you from harm. When you take damage, you can use your reaction to halve the damage taken.

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

### Devoted Body

*6th-level Beloved feature*

The devotion you show for your patron ensures you never stray from them. You are immune to being charmed.

In addition, your commitment to your patron manifests as further protection. As a bonus action, you can give yourself an AC of 13+your charisma modifier for 1 hour. You must finish a long rest before you can use this feature again.

### Sweetheart's Shelter

*10th-level Beloved feature*

The power of your patron is able to protect you from harm. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). This uses your spell save DC.

### Loved One's Blessing

*14th-level Beloved feature*

Your love and devotion for your patron gives them the ability to temporarily merge with you. You can use an action to gain the following benefits for one minute:

* You have resistance to all damage
* You regain HP equal to 1d6+ your charisma modifier if you end your turn in combat with fewer than half your HP remaining.
* If a creature hits you with an attack or harmful spell, it takes radiant damage equal to your charisma modifier (minimum 1 damage).
* When you use your Protective Veil feature, you can use your reaction to nullify any damage taken. This does not negate other effects that might accompany the damage.

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

## BETHEZ-D'AH PATRON

Odd Howard was a great wizard who sought to become a god, but in his hubris he overreached himself; the worlds he created were incomplete and unstable, and ultimately collapsed in on themselves, trapping him beyond time and space. Now he offers his patronage to lesser reality-shapers in the hopes that one of them will discover the means of his escape. His Deific name was Bethez-D'ah.

**Expanded Spell List**

### Hidden Geometries

Beginning at 1st level, your patron grants you secret knowledge of the geometries of worlds; armed with this understanding, there is no mountain you cannot climb. You gain proficiency in Athletics, and climbing and swimming do not cost extra movement for you.

### Spatial Bewilderment

Starting at 6th level, your position in space becomes ambiguous. When you are targeted by a harmful effect, as a reaction you can cause that effect to be resolved as though you were standing anywhere within ten feet of your true position. This doesn’t cause attacks and spells that target a creature to miss you unless the chosen position is beyond their range, though you benefit from any cover the chosen position would enjoy. It does, however, exempt you from effects that target an area rather than a creature if the chosen position is outside the effect’s area. This feature does not actually cause you to move.

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

### Disquieting Confidence

Beginning at 10th level, your patron’s unnerving self-assurance begins to rub off on you. You are immune to the frightened condition, and when another creature tries to impose this condition on you, you can use your reaction to turn it back on them. The creature must succeed on a Wisdom saving throw against your warlock spell DC or be frightened by you until the end of its next turn. Creatures that are ordinarily immune to the frightened condition can be affected in this way.

### Telluric Discord

Starting at 14th level, you can cause an object or creature’s very existence to become dissonant with the substance of the world. As an action, choose an object or creature of Huge size or smaller that you can see within 60 feet of you. The target is instantly hurled up to 120 feet in a direction of your choice. A creature targeted by this feature lands prone and receives damage as though it had fallen from that distance (hurling it straight up does not cause it to suffer damage twice); the creature may attempt a Wisdom saving throw versus your warlock spell save DC in order to halve both distance and damage. An object targeted by this feature inflicts the same damage to anything it strikes; striking a creature in this way requires a ranged attack roll.

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

## BOOTSTRAP PATRON

Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting the him to the past, which he must now lead you to discover, or perhaps he was taught the mystic arts by his future self long ago, and you will have to continue this cycle by teaching yourself someday. Your future self has forgotten the fine details of some things, and outright refuses to tell you about things you 'can't know yet,' but nonetheless offers compelling insight and guidance. You're not quite sure what he is planning for your future (and for his past), but one is certain - he needs you alive.

### **Primer**

When you choose this patron at 1st level, your discussions of the future with yourself have given you some periphery knowledge about how events will play out. Whenever you need to make a d20 roll, you may also have the DM roll in secret. You may then choose to use either your roll or the DM's roll. Whenever a creature rolls a d20 against you, you may also roll and select which they use. You may use this feature a number of times equal to your proficiency bonus. You regain all uses on a short or long rest.

### **Forewarning**

At 6th level, your future self prepares you for unexpected attacks. You are unable to be surprised and have advantage on initiative rolls.

### **Grandfather Paradox**

Beginning at 10th level, your knowledge of the future allows you to exploit some of the rules of spacetime. As an action, you can cause that creature to make an Intelligence saving throw. On a failed save, you goad the creature into causing a paradox. For 1d6 rounds the creature is incapacitated, locked between two opposing states while the paradox sorts itself out. The creature is unaffected on a successful save. Once you use this feature, you can’t use it again until you finish a long rest.

### **Timewalker**

At 14th level, you may take another full round of actions on your turn, including movement, an action, and a bonus action. You may also make a second reaction before your nexty turn, if applicable. After using this feature, you must finish a long rest to use it again.

## CAPITALIST PATRON

Your patron is that in the most materialistic sense of the word. They have amassed a great business empire, looking for capable and, more importantly, loyal employees to help expand their ventures. Your pact with this individual is a binding contract that promises you great wealth and prosperity.

Such patrons are anywhere that wealth may reside, no matter how niche or obscure. From the cloudy depths of the Ethereal Plane to the far reaches of wildspace, if a market exists, your patron’s influence does too, always looking to make a profit.

### Expanded Spell List

*1st-level Capitalist feature*

The Capitalist 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.

### Credit Check

*1st-level Capitalist feature*

You’re able to tap into a portion of your patron’s wealth. You can ignore a spell’s material component if its gold cost is no more than 50 times your warlock level.

### Art of the Deal

*1st-level Capitalist feature*

Your patron has trained you to be a ruthless negotiator. When you or a creature you can see within 30 feet of you makes an ability check using Charisma, you can use your reaction to have the target roll an additional time. You choose which number the target uses. The target is immune to this effect if it can't hear you. You must finish a long rest before you can use this reaction again.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.

### Favourable Loan

*6th-level Capitalist feature*

You’re able to cover costly expenditures for your allies. At the end of a long rest, you can choose a number of creatures up to your Charisma modifier (minimum of one creature), and split the gold cost amount that is waived through your Credit Check in any way you see fit. You and the chosen creatures now ignore the material component of spells that have a gold cost no higher than the amount they were given.

### Sharp Intellect

*6th-level Capitalist feature*

In the cutthroat world of business, your mind is the ultimate weapon. You have resistance to psychic damage.

In addition, whenever a creature you can see within 60 feet of you fails a Wisdom or Intelligence saving throw against a spell or harmful effect, you can use your reaction to deal psychic damage to it equal to your warlock level.

### Safe Deposit Box

*10th-level Capitalist feature*

Your patron gives you a secure place to store your valuables. You learn the spell *Leomund’s secret chest*. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. Whenever you cast this spell, you can modify it in one of the following ways:

* You ignore the material component for the spell.
* You don’t expend a spell slot when casting the spell.
* The spell lasts for 120 days before the cumulative 5 percent chance for the spell to end occurs.

Once you modify this spell, you can’t do so again until you finish a long rest.

### Asset Diversification

*14th-level Capitalist feature*

Your patron’s wealth buys you into previously unknown secrets. You can learn a spell from any class list that has a costly component as part of your Spellcasting and Mystic Arcanum feature. This spell counts as a warlock spell for you.

### Pocket Lining

*14th-level Capitalist feature*

Your patron has taught you that everyone has a price. As an action, you can choose a number of creatures up to your Charisma modifier (minimum of one creature). You make one Charisma (Persuasion) check contested by each creature’s Wisdom (Insight) check. The creature must be within 30 feet of you and be able to hear you. The two of you must also share a language. If the creature is hostile to you, it has advantage on the roll.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 hour. While charmed, it grants you favours and gifts it would offer to a close friend. This effect ends immediately if you or your companions do anything harmful to it, if you become incapacitated, or if your concentration is broken (as if concentrating on a spell).

If you succeed on the check and the creature is hostile to you, it is incapacitated and has a speed of 0. It also loses concentration to maintain spells or effects. This effect lasts for 1 minute, and ends early if you are incapacitated or if the creature takes damage.

When you take this action, you can spend 100 gp to have one target make the check with disadvantage. You can spend a number of gold equal to the limit on your Credit Check feature, and the gold disappears after it is used in this way.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 200 gp to use it again (this gold is included as part of this feature’s limit).

## DOOMSAYER PATRON

(Original by Blackbando)

Your patron is a powerful being that has visions of the future, and handles the souls of beings once they pass on to the afterlife. Your pact may have been made as a deal to bring you back to life, as a servant of your patron, or perhaps it was to prevent the death of a loved one, kept alive only by your patron delaying the inevitable. Doomsayers may include spirits of death such as the grim reaper or Charon, or they may be a powerful archlich that sees visions of the future and the deaths of others.

### **Expanded Spell List**

The Doomsayer 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.

### **Dreaded Visions**

When you choose this patron, at 1st level, you can grant visions of dread to creatures, to distract them. You have a number of dread dice equal to your Charisma modifier (a minimum of one), which are d4s, and regain all expended dice after a long rest. As a reaction to a creature within 60 feet of yourself that can hear you making an attack roll or ability check, you can expend a dread die to force it to make a Wisdom saving throw. On a failed saving throw, it subtracts the dread die from the attack roll or ability check. You can do so after seeing the roll, but before knowing whether it succeeds or fails.

Your dread die changes when you reach certain levels in this class. The die becomes a d6 at 6th level, and a d8 at 14th level.

### **Dark Oracle**

By 6th level, you regain all of your expended dread dice when you finish a short or long rest.

### **Icon of Death**

Beginning at 10th level, you resist the powers of death, to spread dread for your patron. You gain resistance to necrotic damage, and proficiency in death saving throws.

### **Change Fate**

At 14th level, your patron bestows upon you the ability to reverse death. As a reaction to a creature within 30 feet of yourself being reduced to 0 hit points, or failing a death saving throw, you can restore hit points to the creature equal to three times your warlock level. If the creature had failed a death saving throw which would kill it, using this feature on it brings it back to life. After using this feature, you must take a long rest before doing so, again.

## DUNGEON MASTER PATRON

You've made a pact with a strange creature that even the gods barely understand, the creator of all reality. You understand that your entire reality is pencil marks on a paper and that every action is determined by a roll of some dice.
**Expanded Spell List**

The DM allows you to choose from an extended list of spells when you learn a warlock spell.

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### **Player Character**

You must know that you're being controlled. As a point of fact, the being controlling you is a Player; you are a Player Character. This is a good thing, for there is no greater hero than one at the whims of a Player. Because of this, you can take comfort in the fact that the DM is crafting a story for you to play a part in, and that you and your travelling party are likely major players.

At 1st level, you gain advantage on Persuasion and Deception skill checks when interacting with friendly NPCs. Be warned, though: the DM is capricious, and may revoke this ability when he feels that it is not appropriate.

### **Success Driven**

Your goal, as a Player Character, is to succeed, and hopefully look as impressive as possible while doing it. Consequently, failure isn't generally an option for you and your traveling companions. Because you are aware of this, you can gain the unique ability to pull victory out of your ass when you otherwise should have failed. Starting at 6th level, on any occasion that you attempt an attack roll, skill check, or saving throw and it fails, you may re-roll that check; you must take the results of the re-roll. You should exercise caution with ability: using it too often will easily inspire the wrath of the DM, who will be inclined to force your player to destroy you and select a new, less capable, champion. You can safely do this once; you should take a short or long rest before you do so again.

### **Plot Armor**

Another part of your goal as a Player Character is to complete the story the DM is crafting with you; there's an overarching plot, and your role in it is pivotal. As such, the whole universe has an incentive to keep you and your merry band of mates alive; if you all died, the whole thing collapses. At 10th level, once per day, following a short or long rest, you and any allies in your party gain temporary HP equal to your warlock level + your Charisma modifier.

### **OP**

Understanding the Game is the only way to truly make yourself powerful. The world, for better or worse, is balanced in its own way: no one is too weak or too powerful, since that would be no fun. This was a bigger problem in previous versions of our world, but has gotten better over time. Knowing this, though, allows you to temporarily turn things heavily in your favor, though it runs great risk of offending the other players or even the DM. At 14th level, as a bonus action, you may break the balance of the Game, allowing you to deal maximum damage on all cantrips you cast for the next minute. Of course, the DM is capricious, and may think of something more interesting or thematic to do instead. Still, the DM will never brook with a creature that tries to abuse this sort of power; once you use this ability, you must take a long rest before doing so again.

## ELEMENTAL PATRON

Your patron is a powerful elemental being; either a pure elemental or another resident of one of the Elemental Planes with great influence.

### Elemental Affinity

At first level you choose one of the four prime elements from which your patron is made, this choice affects future class features as well. You get the following benefits depending on the elemental nature of your patron.

**Fire**

Your patron resides in the Plane of Fire, a world of chaotic destruction, but also of burning bravery and inspiration. Once per turn when you roll fire damage, you can reroll the damage dice and use either total.

**Water**

The Plane of Water is at the same time tranquility and rage manifest. Once per turn when you roll for damage, you can add your wisdom modifier to the total.

**Earth**

Beings of the Plane of Earth are rigid, stern and stalwart. Once per turn when you take damage, you can reduce the amount by an amount equal to your charisma modifier + half your Warlock level (minimum of 1).

**Air**

A patron of the Plane of Air inspires freedom, quickness and at times anarchy. You can add your charisma modifier to your initiative rolls.

**Expanded Spell List**

The Eye Titan allow you to choose from an extended list of spells when you learn a warlock spell.

### **Elemental Soul**

Starting at 6th level, your mortal soul starts to meld with the element which fuels your patron.

**Fire**

The heat inside you makes you bold in the face of danger. You gain resistance to cold and radiant damage.

**Water**

Your soul is that of the oceans, ever molding yet unstoppable. You gain resistance to fire and force damage.

**Earth**

Like the Dao, your skin is that of stone. You gain resistance to acid and psychic damage.

**Air**

You are becoming one with the wind and the forces it contains. You gain resistance to lightning and thunder damage.

### Friend of the Elements

Starting at 10th level, you can cast Conjure Elemental with the following adjustments. You don't need any material components, and the elemental is always of the same element as your patron, regardless of what type of terrain you cast the spell on. Furthermore, you don't need to maintain concentration for the elemental to remain friendly to you, and the elemental lasts for 1 hour per two levels or until you take a long rest, whichever is first.

### Tapping the Elemental Chaos

Starting at 14th level, you are able to break the barrier between your plane and the Elemental Chaos, the heart of the Elemental Planes. You gain a pool of d8s equal to your Warlock level. Once per turn when you deal damage to a creature with a spell, you can spend any amount of those dice to deal extra damage to one of the creatures you hit. You may select from fire, cold, acid or lightning. Your pool regains all expended dice when you finish a long rest.

## EYE TITAN PATRON

(Original by DarkmasterN on Deviantart)

A Titan’s Gaze Warlock is a unique spellcaster, as it draws it’s power from Shul’Khatta the Sky titan that lurks above the world. Standing on it’s pristine clouds and gazing down on the universe with it’s glowing gaze, it sees and understands all. Few creatures catch glimpses of this titanic beast, though many see it’s efforts in the shape of oddly familiar clouds, which it twists and crafts in it’s endless curiosity.

It is believed to be an aberrant god of some sort, though good and evil seem not to be within it’s goals, and instead it watches and wishes to partake in minor divine acts that push and edit human evolution. It makes these changes by selecting “Avatars” which inherit it’s powers and change the world in it’s name.

### **Expanded Spell List**

The Eye Titan allow you to choose from an extended list of spells when you learn a warlock spell.

 2nd
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 5th

### **Grace of the Titan**

At 1st level, the warlock gains proficiency in perception checks, and advantage on sight based perception checks. In addition, you can cast the spell suggestion once per day. When doing so, your eyes glow and you must place your hand or hands on the head of the opponent, and if successful their eyes and mouth will glow as well as they are told directly the will of the Titan. The will of the titan is left up to the DM, however the titan is often interested in the interactions of the creatures below and wishes to see them accomplish their goals. You gain an extra use of the suggestion ability per day at 5th and 10th levels. This is regained when you finish a long rest.

### **Titan’s Stride**

Starting at 6th level, You gain a fly speed of 40 feet, as well as proficiency in stealth checks. Using this flight it appears as if you are walking on air, and you can in fact utilize clouds as platforms, standing on them as if they were solid. Once per short rest, you can choose to increase your fly speed to 120 feet for 1 round. You can use spells such as stone shape on clouds to alter their density and change their shapes, but can also create weapons out of them as if they were stone.

### **Sight of the Titan**

Starting at 10th level, you can cast the spell Scrying once per day for no cost. While using this spell, a number of times equal to your charisma modifier, you can choose to cast a spell on the creature of which you scry on, or the area around it, as if the creature were within reach of you. This spell can only be a spell that deals damage, if the damage Is thunder or electricity damage. For instance you could cast a spell such as Stone Shape to alter the terrain around a creature, or  call a lightning bolt down upon them suddenly). This ability refreshes during a long rest.

### **Sky Dominance**

Starting at 14th level, You gain resistance to radiant damage, and immunity to scrying. In addition, once per day you can cast the spell Control weather. You are unaffected by all effects of this weather, as are up to one ally per point in your charisma modifier. This spell does not count as a concentration spell for the purpose of casting the spell scrying, and both can be active at once for you. For a number of rounds within this storm equal to your Charisma modifier, none of which must be contiguous, you can invoke the presence of the sky titan. During these rounds, creatures that take flight while in this weather other than yourself or other clerics of the Sky titan must succeed in a wisdom save or become frightened due to the sight of the titan beyond the clouds, and as a bonus action you can cause the titan to gaze from beyond the clouds and inflict this fear on a number of creatures equal to your charisma modifier for 1d6 rounds. During these rounds you can expend a bonus action to cast any 2nd level or lower enchantment, conjuration, or transmutation spell on a creature within the storm as the creature’s arm extends down and casts the spell for you. Once you use this feature, you can’t use it again until you finish a long rest.

## FELINE OVERLORD PATRON

(Original by Blackbando)

Seen as the most powerful and regal animal in the realm by many cultures, your patron is a powerful feline of sorts. Your patron bestows upon you the ability to communicate with these regal creatures, and even, in time, become like them. Feline Overlords may include cat-like gods, feline demon lords, or possibly powerful cats that have learned enough magic to bestow their might upon you.

### **Expanded Spell List**

The Feline 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.

### **Feral Feline**

Starting at 1st level, you take on some properties of cats. You gain the following benefits, when you choose this patron:

* Your unarmed strikes deal 1d4+your strength or dexterity modifier slashing damage, instead of the normal for unarmed strikes.
* You can communicate simple thoughts and concepts with cats, and they can do the same back to you.
* You are resistant to fall damage and do not take damge from falls of 30 feet or less.

### **Cat Form**

Beginning at 6th level, your body can shift into the form of a cat. As a bonus action, you can turn yourself into a cat for a number of hours equal to your warlock level, and have two usages of this feature. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the cat, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the cat. If the cat has the same proficiency as you and the bonus in its stat block is higher than yours, use the cat's bonus instead of yours. If the cat has any legendary or lair actions, you can't use them.
* When you transform, you assume the cat's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* You can cast warlock spells and cantrips.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the cat's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

You regain all usages of this feature after you take a long rest.

### **Furred Influence**

At 10th level, your connection with animals has improved drastically from your patron. As an action, you can cast *dominate beast* at its lowest level without expending a warlock spell slot. After using this feature, you must take a short or long rest before doing so, again.

### **Housecat of the Jungle**

By 14th level, cats of all kinds now listen to you. You can now communicate with all felines, such as panthers and lions, as well as cats. Additionally, when you use your Cat Form feature, you can also turn into panthers, lions, and tigers.

## GRAND CRYSTAL PATRON

(Original by Blackbando)

Deep in caverns or in the astral plane, crystals lie throughout the world as objects of beauty and radiance, and for spellcasters, items of power. Many of these crystals possess enough power that it has granted you some magic of your own, allowing you to use magic via refraction just as it has. Grand Crystals might include the Vast Gate that all shardminds are formed from, a cavern made entirely out of gemstones so powerful and ancient they are sentient, or perhaps even a gemstone containing the soul of a powerful being.

### **Expanded Spell List**

The Grand Crystal 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.

### **Crystal Shell**

Starting at 1st level, crystals harden around your body, as a sign your patron has touched you. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. You can wield a shield and still gain this benefit. Additionally, you gain resistance to radiant damage, as your body now refracts light away from you.

### **Diamond Storm**

Beginning at 6th level, you can temporarily shatter your body into pieces. As a bonus action, you break your body into a floating swarm of crystals. Until the beginning of your next turn, you cannot take reactions, ignore difficult terrain, and are resistant to bludgeoning, piercing, and slashing damage. After using this feature, you must take a short or long rest before you do so again.

### **Hardened Shell**

By 10th level, the shell from your patron has hardened itself. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

### **Full Sunlight**

At 14th level, you create sunlight inside of yourself, which you can use to decimate foes. When you roll fire or radiant damage, you can choose to deal maximum damage, instead of rolling. After using this feature, you must take a long rest before doing so, again.

## GREAT TREE PATRON

The inimitable princes of the Feywild are not the only source of power in the enchanted forests and magical jungles of that realm -- indeed, there are many good reasons why a prospective warlock might not wish to deal with them. Far more stable and reliable partners can be found in the towering, ancient trees of the Feywild, whose roots reach back to the ancient past, and whose branches span to the end of time.

     Although journeying out into the woods to find a Great Tree with which to form a pact can be dangerous, the rewards are clear: these patrons are generous with their power, seeking to nurture their mortal charges, guiding and pruning them until they are fit to serve as guardians of the forest.

### **Expanded Spell List**

The Great Tree allow you to choose from an extended list of spells when you learn a warlock spell.

 2nd
 3rd
 4th
 5th

### **Spriggan**

Starting at 1st level, you can use your bonus action to assume the form of a primal force of nature. Your body becomes covered entirely in bark, any hair you have becomes leaves and moss, your eyes glow amber, and you sprout a twisting pair of branch-like antlers. This form lasts for 1 minute, or until you dismiss it (no action required). For the duration, you have the following benefits:

* Your AC equals 13 + your Constitution modifier.
* Your fingers twist into sharpened roots which can be used as natural weapons, dealing 1d4 slashing damage on a hit.
* You have advantage on Dexterity (Stealth) checks made while in a forest.
* You gain temporary hit points equal to your Charisma modifier when you enter this form.      You can use this ability twice, and regain all expended uses when you finish a short or long rest.

### **Creeping Roots**

Starting at 6th level, when a hostile creature that you can see within 30 feet of you attacks one of your allies, you can use your reaction to ensnare them. Immediately after the attack, you slam your arms into the ground, and they transmute into twisting roots that ensnare the hostile creature. That creature must make a Strength saving throw against your warlock spell save DC. On a failed save you drag it to an unoccupied space within 5 feet of you. Once you use this ability, you can't use it again until you finish a short or long rest.

### **Wildwood Guardian**

Starting at 10th level, you are immune to disease, and when you use your Spriggan feature, you gain the following benefits:

* You gain temporary hit points equal to 5 + your Charisma modifier at the start of each of your turns.
* You have resistance to poison damage, and advantage on saving throws against being poisoned.

### **Ironwood**

Starting at 14th level, while using your Spriggan feature, you have resistance to bludgeoning, piercing, and slashing damage.

### **Expanded Spell List**

The Grimoire grants access to additional spells of each level from 1 to 5. You may select any two spells of each of these levels from the Wizard spell list to be added to your spell list.

### **Living Grimoire**

Starting at 1st level, the Grimoire can be used as a spellcasting focus for your Warlock spells. Additionally, you may use your Intelligence instead of your Charisma as your spellcasting modifier for warlock spells. This feature extends to all warlock class features and invocations that use Charisma. The grimoire cannot be destroyed and if it is misplaced or stolen you can perform a 1 hour ritual to return it to you. The ritual can be performed during a short or long rest. If you take the Pact of the Tome feature at 3rd level, your Grimoire becomes your Book of Shadows.

### **Shared Knowledge**

Starting at 1st level, your pact with the grimoire has allowed it to share some of its knowledge with you. You gain proficiency in two skills of your choice from the following list: Arcana, History, Investigation, Nature, Religion.

At 6th level, as long as the Grimoire is in your possession, you add twice your proficiency bonus to the skills you selected with this feature.

### **Divert and Dispel**

Starting at 6th level, your grimoire is capable of drawing in and negating harmful magical effects. When you or an allied creature within 30 ft fails an intelligence, wisdom, or charisma saving throw against a spell, you can use your reaction to redirect that effect into your grimoire. Your grimoire contains and dispels the magic, ending the spell. If this spell effects multiple creatures, the effect is ended for all creatures affected. Once you use this feature in this way, you may not do so again until you complete a long rest.

### **Dual Minds**

Starting at 10th level, while the grimoire is in your possession, you may add your Warlock spellcasting modifier to your Constitution saving throws made to maintain concentration on a spell. Additionally, if you fail to maintain concentration on a spell, you may choose to maintain concentration as if you succeeded. Once you use this feature in this way, you may not do so again until you complete a long rest.

### **Merge Consciousness**

Starting at 14th level, your mind merges with that of your Grimoire, granting the following benefits so long as it is in your possession:

* You have advantage on saving throws against spells
* You are constantly under the effect of Detect Magic
* You can read and speak all languages.

If you lose possession of your grimoire, you temporarily lose benefits of this feature. If you are incapacitated, your connection to your grimoire is broken, ending the benefits of this feature. You must complete a long rest before merging your consciousness with your grimoire again.

## IMAGINARY FRIEND PATRON

You've attracted the attention of something unseen and unknown, a being whose power defies imagination but is invisible to the naked eye. Perhaps this seemingly benign being came to you in a dark moment, shielded you from some danger, or even kept you company as a child. Only you can see this being, whose form can shift at a thought and whose motives are as mysterious as its origins. Whatever this creature's purpose, it has gifted you some measure of its imperceptible power.

### **Expanded Spell List**

The Imaginary Friend 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.

### **Helping Hand**

At 1st level, you can ask your patron to aid you in small tasks. You learn the spell *mage hand* cantrip and can cast it as a bonus action. When you cast *mage hand*, you can make the spectral hand invisible. Additionally, you can use the Help action to assist an ally in attacking any creature within 5 feet of the hand.

### **Imaginary**

When you reach 6th level, you can briefly blink out of existence when you are in harm's way. When you are hit by an attack, you can use your reaction to roll a d6. On a roll of 4 or higher, the attack instead misses you, regardless of its roll. Once you cause an attack to miss using this ability, you can’t use it again until you finish a short or long rest.

### **Can't Scare Me**

At 10th level, your patron protects you from all the things that go bump in the dark. You are immune to being charmed, frightened and possessed.

### **Not So Imaginary**

When you reach 14th level, you can create a physical manifestation of your patron. You can use your action to cast *conjure elemental* at 6th level, summoning an Invisible Stalker. You do not have to concentrate on the spell. Once you use this ability, you can’t use it again until you finish a long rest.

## LADY LUCK PATRON

Almost every culture in history has believed in the existence of some supernatural force that could influence random events. Whether they represent this as a god, trickster spirit, or innate property of each individual, there has always been a sense of something out there influencing our fates. Sometimes, a gambler with an exceptionally powerful will might come into direct contact with this force, and surrender their soul in exchange for a lifetime of impossibly good luck.

**Expanded Spell List**

### **Critical Spell**

At 1st level, your spell attacks score a critical hit on a roll of 19 or 20.

### **Supreme Luck**

At 6th level, you can re-roll an ability check, saving throw, or attack roll. You can choose to do so after you make the roll but before you know the outcome.

     Once you use this ability, you must take a short or long rest before you can do so again.

### **Fortune's Favor**

When you reach 10th level, Lady Luck smiles upon you. Whenever you roll a natural 20 on a saving throw you were forced to make by a hostile creature or environmental hazard, you gain temporary hit points equal to twice your Charisma modifier.

### **Gamble**

At 14th level, when you deal damage to a creature, you can roll a d100. If the result is even, the damage is doubled; if the result is odd, the damage is halved. If the result is exactly 7, the target receives three times the normal damage. However, if the result is exactly 13, you deal no damage.

## MACHINE PATRON

You have surgically implanted yourself with the Heart of the Machine, a device of immense power that constantly bombards your body and mind with arcane energy and forbidden knowledge. This influx of energy can be manipulated into spells or used to power magitech enhancements similarly installed into your body.

The Heart of the Machine's mechanics are not entirely well understood. While some claim a rational, scientific understanding of its inner workings, others claim a transcendent connection to The Machine – that it is a powerful being, a construct of immense design that embodies itself through those who carry the Heart.

### Battlefist

When you select this patron at 1st level, you permanently replace one of your hands (your choice) with a mechanical battlefist. The battlefist is a one handed light melee weapon that deals 1d8 bludgeoning damage, and cannot be disarmed. You are proficient with the battlefist. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your battlefist, though you may not attack with your battlefist and use an object or weapon held in that hand on the same turn.

### Embedded Component

At 6th level, you gain the ability to embed or attach magitech components to yourself. You may select 1 Embedded Component from the Embedded Components list. At levels 9, 12, and 15, when you learn when you learn new eldritch invocations, you may choose to gain a new component instead.

### Eldritch Fist

At 10th level, you have mastered using your battlefist and spellcasting to crush your foes. When you use the Attack action to attack a creature with your battlefist, you may use a bonus action to cast an evocation cantrip targeting that creature. Treat this cantrip as if it had a range of touch.

### Total Augmentation

By 14th level, you are more machine than man. You gain immunity to being blinded, deafened, exhausted, or poisoned. In addition, you now have the Construct type.

### Embedded Components

**Arm Servos**

Your arms have been infused with magitech components, allowing you a burst of strength. Your Strength score increases by 1, to a maximum of 20. As a bonus action, you may increase your Strength score by 2 (to a maximum of 20) for one minute. Once you use this component, you must finish a short or long rest before you can use it again.

**Armored Body**

You have incorporated enough reinforcing materials into your body to become somewhat resistant to physical damage. Your armor class increases by 2, to a maximum of 20.

**Armored Mind**

You have grafted a machine directly onto your nervous system. You have advantage on saving throws against being charmed or frightened.

**Fortify Skin**

You have alchemically infused your skin with adamantine fibers that toughen on command. You may use an action to Fortify your skin for 1 minute. During this duration, you move at half speed and gain resistance to all Bludgeoning, Piercing, and Slashing damage. After using this, you must finish a short or long rest before you can use it again.

**Improved Battlefist**

You have upgraded your battlefist to deal more damage. Your battlefist now deals 1d10 damage, is magic, and you gain a +1 bonus to attack and damage rolls you make using it.

**Leg Servos**

Your legs have been infused with magitech components, allowing you to run longer and faster. Your movement speed increases by 10 feet and you have advantage on Constitution saving throws against being exhausted.

**Overload Metabolism**

As a bonus action, you can excite your artificial metabolism to heal a number of hit points equal to 5 + your level. Doing this incurs a -2 penalty to your Strength and Dexterity scores for 10 minutes. After using this ability, you may not use it again until you complete a short or long rest.

## MANIPULATOR PATRON

(Original by Blackbando)

Your pact is with a being that is extremely keen on how the emotions of mortal beings are, preying on the weak and controlling every aspect of their mind, either to sow discord or to force them into being a thrall. Your pact with this being might have even come from them manipulating you into it. Such patrons might be ancient vampires who have studied mortal minds for centuries, devils who’ve tricked hundreds of beings, parasites that feed on the emotions of others, or some other similar being.

### **Expanded Spell List**

The Manipulator 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.

### **Influence Emotions**

When you choose this patron, at 1st level, you can force the mental state of others to change at your whim. As an action, you can choose one creature within 60 feet of yourself that is not immune to being charmed, and force them to succeed on a Wisdom saving throw, or become consumed with a single emotion you choose from the options below for the next minute. A willing creature can choose to fail this saving throw, and a creature can repeat this saving throw at the end of each of their turns, ending the effect on a success.

* *Anger.* Anger clouds the vision of the target’s mind. For the duration, the creature must use its movement to move towards you if you are within 60 feet of itself and it can see you, and must use its action to attack you on each of its turns.

* *Despair.* Nothing seems to matter to this creature. For the duration, the creature cannot move, and lies prone. If the creature is harmed, it can repeat the saving throw, ending the effect early on a success.

* *Fear.* You appear to be the creature’s greatest fear. For the duration, the creature is frightened of you, and cannot willingly move to be within 10 feet of you.

* *Hope.* No matter how bad the situation, nothing seems dire to this creature. For the duration, at the start of each of the creature’s turns, it gains temporary hit points equal to your Charisma modifier (a minimum of 1) or half of your warlock level, whichever is higher.

* *Love.* You appear to be the creature’s greatest love. For the duration, the creature is charmed by you, and would treat you how they would a being they are extremely attracted to. If you harm the creature, it can repeat the saving throw, ending the effect early on a success.

After using this feature, you must take a short or long rest before doing so, again. You can use this feature twice between rests when you reach 6th level, and thrice between rests when you reach 14th level.

### **Conniving Negotiator**

Starting at 6th level, you can subtly influence the minds of those you speak with, to make your words more impactful. When you fail a Charisma (Deception, Persuasion, Performance, or Intimidation) check, you can use your reaction to reroll the check, taking the new result. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and regain all expended uses after a short or long rest.

### **Perfect Demeanor**

Beginning at 10th level, you always appear to be the voice of reason in conflicts, your magic forcing others to exclude you from their fighting. At the end of a short or long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal).

### **Two-Faced**

By 14th level, you can change the emotions of more than one creature at a time. When you use your Influence Emotions feature, you can target two creatures, instead of one. You do not need to pick the same emotion to influence for both creatures.

## MANY FACES PATRON

You have entangled yourself into a pact of many. Your patron is an amalgamation of conscious, perhaps raving mad, minds that seek… you aren’t quite sure with the cacophony of voices that now persist in your mind each day. They aren’t a hivemind; they’re too disjointed to be one. You just know that you were at the wrong place at the wrong time, and your mind was ripe for the taking. Do they seek separation? Fusion? Or is it assimilation with your own mind? All you know is that right now, doing what they want, as best as you can anyway, is in all your best interests.

### Expanded Spell List

*1st-level Many Faces feature*

The Many Faces 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.

### Knowledge of Many

*1st-level Many Faces feature*

Occasionally, one of the voices in your head becomes clearer and will impart knowledge you may not have known yet. Whenever you finish a long rest, you can choose one skill or tool proficiency that you lack and gain it, as the voice gives you instructions on this new proficiency. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

### Voices of Madness

*1st-level Many Faces feature*

You can unleash the terror of your patron's many voices onto a creature. When a creature you can see makes an attack roll against you, you can use your reaction to force it to make a Wisdom saving throw. On a failure, the target must instead use the remainder of its movement speed, if applicable, to make the same attack against another creature of your choice.

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

### Eldritch Conundrum

*6th-level Many Faces feature*

You learn the *eldritch blast* cantrip if you haven’t already. In addition, whenever you cast this cantrip, your multi-faced patron will each attempt to change the way the spell is cast, as they all try to inflict their own will on the manifestation of their magic power. You roll on the Patron’s Will table to see how the cantrip is modified before making the attack roll, but after declaring your intention to cast the spell.

You can use this feature a number of times equal to half the number of known invocations (rounded up) and regain expended uses at the end of a long rest.

### Unnavigable Subconscious

*10th-level Many Faces feature*

The cacophonous voices of your patron act as a natural deterrent from anyone who tries to intrusively pry your mind. You are immune to any spells and effects that attempt to read or manipulate your thoughts (such as the *detect thoughts*, *confusion*, and *modify memory* spells). When a creature attempts to read your mind, it must instead succeed on a Wisdom saving throw or be frightened of you for 1 minute or until it takes any damage. In addition, you are immune to being charmed or frightened.

### Madness

*14th-level Many Faces feature*

You can reach out and touch the mind of another, imprisoning it with the horrors of the torturous voices that come from your patron. As an action, you can choose a creature within 60 feet of you to make a Wisdom saving throw. On a failure, the target takes 5d10 psychic damage and is frightened of you. While frightened in this way, the target has a movement speed of 0 and is incapacitated, attacks against it have advantage, and it has disadvantage on Strength and Dexterity saving throws. The target stays frightened as long as you focus on touching its mind (as if you were concentrating on a spell).

On subsequent turns, you can use an action to deal 5d10 psychic damage to the target. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. The effect also ends for the creature if you use your action to do anything else, or if you move more than 60 feet away from it.

Once you use this feature, you can't do so again until the end of a long rest.

## MORTEM PATRON

Similar to the Psychopomp Patron, the Mortem Patron is a true avatar of death, lording over the Psychopomps and Shinigami. There is only one Mortem in each realm, and warlocks are granted its power to serve its will and usher the end of certain creatures.

### **Expanded Spell List**

The Mortem allow you to choose from an extended list of spells when you learn a warlock spell.

### **Bonus Cantrip**

Starting at 1st level you learn the Toll the Dead cantrip. It counts as a Warlock cantrip for you, but does not count against your cantrips known.

### **Death's Mark**

Starting at 1st level you learn the Hex spell if you did not know it already. It is always prepared and does not count against your number of spells known. Whenever you cast Hex, you can force the target to make a charisma saving throw. On a failure, the additional damage dealt by the spell increases to a d8, they suffer additional necrotic damage from all sources equal to your proficiency bonus, and they have disadvantage on saving throws against your spells and abilities. These additional effects last until the target dies, you die, you are incapacitated, or you move the Hex to a new target. You may use this ability a number of times per long rest equal to your charisma modifier (Min 1).

### **Reaper's Cleave**

At 6th level, whenever you cast a necromancy spell or a spell that deals necrotic damage of 3rd level or lower that normally targets a single creature, you may target an additional creature that is within 5 feet of the original target.

### **Path to the Grave**

Starting at 10th level if a creature that is affected by your Death's Mark feature is at half their maximum hit points or less, all of your attack rolls against them have advantage.

### **Gaze of Death**

Starting at 14th level, you may target a creature that failed its saving throw against your Death's Mark ability that can see you. The target must succeed at a Charisma saving throw or drop to 0 hp. If they succeed, they take a number of d8s of necrotic damage equal to your charisma modifier (minimum 1) Once you use this feature, you may not use it again until you finish a long rest.

## OPERATOR PATRON

These warlocks serve a strange, alien creature that is said to lurk in the forests of the world. It stands impossibly tall, with porcelain-white skin and no face, dressed in an elegant suit. It lures children away from their homes and drives all that come into contact with it to madness. Warlocks of the Operator are proxy to this madness.

### **Expanded Spell List**

The Operator allows you to choose from an extended list of spells when you learn a warlock spell.

### **Bonus Proficiencies**

Starting at 1st level, you gain proficiency in the Stealth and Perception skills. At 10th level, you gain expertise in Stealth and Perception.

### **Unnerving Appearance**

Starting at 1st level, you may take the hide action as a bonus action.

Additionally, you learn the spell Cause Fear, and may cast it without expending a spell slot a number of times equal to your Charisma modifier per short or long rest.

### **Incite Trauma**

At 6th level, if a creature is frightened by you it takes psychic damage at the start of each of their turns equal to your charisma modifier. You may affect creatures normally immune to the Frightened condition, however they have advantage on saves against being frightened.

### **Slender Sickness**

Starting at 10th level, creatures that are frightened by you have disadvantage on Intelligence, Wisdom, and Charisma saves.

### **Maddening Visage**

Starting at 14th level, creatures that are frightened by you gain vulnerability to Psychic damage (or have their immunity removed, if immune). Additionally, they act as if under the effects of Confusion while they are frightened.

## PARASITE PATRON

### **Expanded Spell List**

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### **Alien Knowledge**

Starting at 1st level you gain a measure of knowledge through your parasitic invader. You learn a language of your choice (except secret languages), usually Deep Speech, Aklo, or another language appropriate to the nature of your parasite.

### **Symbiotic Evolution**

Starting at 1st level your patron has altered your physiology to make you a more suitable host. You learn the Primal Savagery cantrip, which counts as a warlock cantrip for you but does not count against your number of cantrips known. Additionally, your hit point maximum increases by 1 and increases by an additional 1 for every level you gain in this class.

### **Parasitic Osmosis**

At 6th level, you are able to sustain yourself on the life of other creatures. Whenever a small or larger creature dies within 30 feet of you, you may spend your reaction to regain hit points equal to 2d8+your charisma modifier. You may use this feature a number of times equal to your proficiency bonus, and regain all uses after a long rest.

### **Two Minds Are Better**

At 10th level, your parasite is able to take on the cognitive load when you falter. You don't lose concentration on spells when you are incapacitated so long as you are still conscious. Additionally, you may choose to reroll a failed concentration check, intelligence saving throw, or wisdom saving throw, taking the second result. Once you succeed on a saving throw from this feature, you may not use it again until you complete a short or long rest.

### **Parasitic Domination**

At 14th level, you can extend the influence of your patron to another creature, temporarily subjecting them to its rigors. As an action, choose a single creature within 60 ft of you that you can see. You magically extend your parasite into them. At the start of each of its turns, it must make a constitution saving throw against your spell save DC or be paralyzed as the parasite works to disable their body. The parasite remains within their body for one minute, or until they succeed the saving throw three times. The effect ends early if you choose to end it (no action required), the creature drops to 0 HP, or the creature moves more than 150 feet away from you. Constructs, Oozes, and Undead automatically succeed their saving throw against this feature. You regain the ability to use this feature after a long rest.

## PHOENIX PATRON

### **Expanded Spell List**

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### **Burning Spirit**

Starting at 1st level, you learn the Spare the Dying and Produce Flame cantrips. These count as warlock cantrips for you but do not count against your number of cantrips known. Additionally, you can choose for your Produce Flame cantrip to shed bright light out to 30 ft and dim light out to 60, instead of 10 and 20. The range of the attack you can make with Produce Flame is increased to 60 ft. Finally, whenever you deal damage, you may choose to deal an additional amount of fire damage equal to your Charisma modifier. If you do so, you also take this fire damage.

### **Heart on Fire**

At 6th level, you may grow burning wings to shield yourself from harm and ignite the healing magic within you. You may use your reaction when you are hit by an attack or spell that deals damage to grant yourself temporary hit points equal to your warlock level+ your Charisma modifier. Each creature within 5 ft when you use this ability must make a dexterity saving throw or take 3d10 fire damage (or half on a successful save). Once you use this feature, you may not do so again until you complete a short or long rest.

### **Spark of Life**

At 10th level, you may call forth the Spark of Life from a recently dead creature. Whenever a creature dies within 30 feet of you, you can use your reaction to draw their Spark of Life from their corpse. It floats in their space, looking like a tiny white flame. You may move a Spark of Life as a bonus action up to 15 feet. An allied creature that touches a Spark of Life heals 2d6+your charisma modifier in HP. Sparks of Life remain for 1 minute or until they heal a creature, after which they vanish. You may use this feature a number of times per long rest equal to your charisma modifier.

### **Fiery Rebirth**

At 14th level, whenever you are forced to make a Death saving throw, you may instead choose to be reborn from the ashes of your former self. You automatically stand up, and your hit points are restored to be half of your maximum. All creatures except you within a 30 ft burst centered on you must make a dexterity saving throw or take 4d8 fire damage (or half as much on a success). You also gain a fly speed equal to your land speed until the end of your next turn. You may use this feature once, after which you must complete a long rest before doing so again. Additionally, any time you cast the Reincarnate spell on a creature, you may choose the race the creature reincarnates as, and may always choose the race you reincarnate as if you are targeted.

## PSYCHOPOMP PATRON

Original by ColorfulExpletives on reddit

You have bound yourself to a patron who has been tasked with leading the souls of the dead to the afterlife. Uncountable millennium spent ferrying the deceased has made the motivations and goals of such a being unknowable. They are however undeniably powerful and in the possession of many secrets. Only one thing remains constant with all such beings. Everyone fears them, for they herald only one thing: death. Psychopomps powerful enough to enter mortals into contract include, The Grim Reaper, Anubis, and Charon, among others. There are even some Valkyries, Shamans and Shinigami who could be powerful enough to form pacts with mortals.

### **Expanded Spell List**

Psychopomps allow you to choose from an extended list of spells when you learn a warlock spell.

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### **Herald of Death**

Those creatures with fear in their hearts see you as an agent of death, and sense that you are its herald. Starting at 1st level you gain advantage on attacks made against any creature that is frightened. Any creature that is frightened rolls with disadvantage on saving throws against your spells. Any frightened creature may not willingly approach you.

### **Fearmonger**

Your enemies are plagued with images of the souls around you being collected by your patron. They fear that they are next and such fear spreads easily through the hearts of the cowardly. At 6th level, whenever an enemy creature that can see you starts its turn adjacent to a frightened creature, it must make a Wisdom Saving Throw or become frightened.

### **Death Beckons**

The fate of death awaits everyone, and when it beckons, no one can refuse its call. Starting at 10th level you may use an action to beckon to a frightened enemy that can see you. The target must make a Wisdom saving throw, on a failed save the target must use its reaction to move its speed towards you. You determine the path of its movement, which provokes normally. If the creature ends its turn adjacent to you may make a single attack roll, or cast a cantrip which targets only one creature against it. If the attack hits, it is an automatic critical.

### **No Good Way**

When your enemies look into your eyes they see only death. When your own hand sends a soul to your patron they see, through your eyes, a vision of their own demise. Starting at 14th level when you drop a creature to 0 hit points, every enemy creature who can see you must make a Wisdom saving throw. Any creature who is frightened automatically fails the save. On a failure, the creature takes 2d10 plus Charisma psychic damage, no effect on a successful save. Once you use this ability you may not do so again until you complete a short or long rest.

## PUPPETEER PATRON

You have signed away your free will in a pact with a being of great intellect and control. They might be an elder brain, the horrifying greater form of a star spawn emissary, or some other Elder Evil or hivemind. Whoever or whatever your patron, you are now completely under their control, your will completely subsumed by it. You may feel as if your actions are still your own and respond to things like your old self, but each decision you make is that of your patron’s to further its own goals. You no longer exist.

### Expanded Spell List

*1st-level Puppeteer feature*

The Puppeteer 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.

### Subtle Nudge

*1st-level Puppeteer feature*

Your patron is able to discreetly interfere in your affairs to further its own agenda. When you make an ability check, attack roll, or saving throw, you can choose to add your Charisma modifier to the roll.

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

### Aberrant Whispers

*1st-level Puppeteer feature*

Your attachment to your patron has allowed you to also touch the mind of others. You learn the *message* cantrip. The cantrip counts as a warlock cantrip for you and doesn’t count against the number of cantrips you know. When you cast this cantrip, you can ignore all verbal, somatic, and material components (the target must still perform them).

### Implant Trigger

*6th-level Puppeteer feature*

Your patron is a master schemer and will take every opportunity to plan ahead. You learn the spell *suggestion*. It doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a short or long rest.

Whenever you cast this spell and choose a target that is incapacitated, it automatically fails its saving throw against the spell.

### Ego Fortress

*10th-level Puppeteer feature*

Your patron’s vast intellect makes it impossible for others to influence you. You are immune to being charmed and frightened. When a creature attempts to charm or frighten you, you can use a reaction to deal psychic damage to it equal to your warlock level.

### Great Machinations

*14th-level Puppeteer feature*

Your patron is able to observe and influence other people through you. As an action, you can choose one humanoid you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, you plant a sliver of your consciousness inside the target’s mind, which it is unaware of, that lasts for up to 30 days or until you harmlessly remove it as an action. You can have only one humanoid under the effect of this feature at a time, and you can’t use this feature again until you finish a long rest.

Once a day, while this sliver exists, you can do one of the following as an action:

* You can see and hear through the target’s senses for up to 1 minute, ending early if you dismiss it (no action required) or are incapacitated. You gain the benefits of any special senses possessed by the creature, though you are blinded and deafened to your own surroundings.
* You can cast *detect thoughts* on the target, without expending a spell slot or material components. If you choose to probe the target’s mind, it automatically fails its saving throw against you, and it doesn’t know its mind is being probed.
* You can take limited control of the target for up to 1 hour, ending early as a bonus action. While you are controlling the target, your own body is unconscious. You have enough information about the target that you can pass yourself off as the person by drawing on its memories, but you don't gain any secrets. You retain your Intelligence, Wisdom, and Charisma scores, as well any existing proficiencies, but otherwise adopt the target's statistics. If you enact an action that would be directly harmful to the target, the effect instantly ends. When your control ends, the sliver disappears and the target knows it was being controlled by you.

## SAMHAIN PATRON

(Original by DarkmasterN on Deviantart)

The knights of Samhain. An esoteric order of mystic spellcasters who follow the Spirit of Halloween, the trickster god Samhain Jack. Though Jack is the creature these wayward souls follow, his initial knights were self proclaimed creatures who began working in his name and were so too cursed by him with his power, thus becoming his right and left hands. These knights, Saintseve and Hallowtide who cause havoc across the world at certain points in each year. Their warlock followers however are free to cause mischief across the land daily as they wait for the celebration of the spirit's return. These warlocks may have a penchant for mischief, however they, like their patron, are adept at dealing with mystical forces, and often will put devils, fey, and other creatures in their place to protect mankind.

### **Expanded Spell List**

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### **Jack's Lantern**

At 1st level, your head becomes a pumpkin with a burning flame emerging from it. This grants bright light out to 30 feet and dim light for 30 more feet after that. Despite this light you take no penalty to stealth checks. Because of your new visage, you also possess advantage on intimidation checks.

### **Will-O-The-Wisp**

At 6th level you gain the ability to open your mouth and produce a Will O Wisp, as the creature. Its bonus to hit on attack rolls is equal to your own to make spell attacks, and it's damage is still lightning, but deals a base of 2d8 and an additional +1d8 at 9th, 12th, and 15th level. The Warlock can choose the Will O Wisp to be the origin for any of it's spells, as if the Will O Wisp cast the spell, however it still uses the Warlock's saving throws. The Will O Wisp remains for 1 round per level the warlock possesses, or until killed, in which the wisp returns to its summoner's mouth. While summoned the warlock loses the spirit of Samhain abilities. While the Will o Wisp is not summoned, the Warlock can use it's Consume Life ability, however if the wisp is dead they cannot use the ability until it returns. The Wisp returns after a Short rest if it is killed.

### **Spring Heeled Jack**

At 10th level you double your jumping distance, and triple it if you have a running start. In addition you can use your Charisma score to determine your jumping distance instead of strength. In addition you gain immunity to fire. Following a round in which you cast a spell that deals fire damage, you become wreathed in flames for 1 round per level of the spell. This causes creatures who strike you to take 1d4 fire damage, and for creatures that you strike to take 1d6 fire damage.

### **Spirit of Samhain**

At 14th level, you become one with the spirits of the world. You can cast a greater invisibility spell on yourself as a reaction. This invisibility only works on Humanoid races, Fey, Fiends, Aberrations, and Undead. This works as the spell Greater invisibility, and lasts for up to 5 minutes, however it does not require concentration. When using this ability, you can choose to end it partially and appear for a few seconds, or to stop it for several rounds and reappear. While this ability is active, you gain advantage on bluff checks, and to creatures that are of one of the types listed above, you also gain advantage on Diplomacy checks, even if the creature is mindless. Not all 5 minutes of the spell must be used consecutively. Rounds of this ability only return after a long rest.

## SHOWMAN PATRON

While all warlocks are skilled in the art of magic, very few are what most people would consider “magicians”, skilled in the arts of physical illusion, sleight of hand, and showmanship. Those who are might find themselves drawn to the mysterious Showman, believed a minor trickster deity (who most often takes the form of a white rabbit), long forgotten and bereft of worshipers. Under the Showman's patronage, warlocks command an amalgamation of real and fake magic, such that it's never clear if they're casting spells, performing a ruse, or putting on a show.

### **Expanded Spell List**

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### **Abracadabra**

Starting at 1st level, you gain proficiency in the Sleight of Hand skill, and you learn the *prestidigitation* cantrip, which does not count against your total number of cantrips known.

     Additionally, you can attempt to cast any cantrip that you do not know from the wizard spell list. by succeeding on a DC 12 Intelligence (Arcana) check. While being cast, the cantrip counts as a warlock spell for you. On a failure, the spell fails.

### **Impressive Escape**

Starting at 6th level, you can use your Charisma modifier instead of the normal modifier for Dexterity (Sleight of Hand) checks, and you can add your Charisma modifier to all skill checks involving picking locks, escaping ropes or manacles, or other similar feats of escape artistry.

     Additionally, as a bonus action, you can vanish in a puff of smoke (or into a shower of confetti or a number of released doves) teleporting to any unoccupied location you choose within 120 feet. You can only choose a destination from which no conscious creature can see you appear. Once you use this ability, you can't use it again until you finish a short or long rest.

### **Alakazam**

When you reach 10th level, you learn to alter your spellcasting in a number of ways, both to hide it from your foes (or audience) and to expand your magical repertoire. Whenever you cast a spell of 1st level or higher, you can manipulate it in one of two ways:

     *Conceal*. You can cast the spell without using spell components by succeeding on a Dexterity (Sleight of Hand) check. The DC for this check equals 8 + the spell’s level. On a failure, the spell fails. You cannot use this ability on a spell with expensive material components.

     *Transmute*. You can attempt to cast any other spell from the wizard spell list of the same level or lower instead of the spell you initially cast. When you do so, you must succeed on an Intelligence (Arcana) check with a DC equal to 14 + the spell’s level. Otherwise, the spell fails.

### **Master of Illusions**

Upon reaching 14th level, you gain a mastery over illusion magic. You can cast the spells *silent image* and *major image* at will without using a spell slot or spell components, and you can concentrate on one of these spells in addition to another spell.

## SPIRITUAL GUIDE PATRON

You have entered a unique spiritual pact with your patron. Your patron oversees all the spirits that roam the various planes, whether still tied to their physical body or not. Your spiritual pact has directly tied your own soul to your patron, thus giving you access to a portion of its power. However, it does not directly oversee you. Instead, you talk to a spiritual intermediary that facilitates your own growth with spirits. This guide supervises your progress and helps you grow your affinity with both the spirit within and outside you.

### Expanded Spell List

*1st-level Spiritual Guide feature*

The Spiritual Guide 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.

##### Spiritual Guide Expanded Spells

Your spiritual guide is as subservient to your patron as you are. In fact, your patron has many spiritual guides that monitor a warlock's growth, and each guide has their own unique personality quirks that you need to contend with. Roll on the Spiritual Personality table to see the sort of quirk your guide has.

##### Spiritual Personality

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### Soul Talisman

*1st-level Spiritual Guide feature*

Your spiritual guide has taught you to harness the power within your own spirit. You gain a special talisman made of your own spiritual energy. When you fail an ability check, you can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your spiritual guide. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

If you later gain the Pact of the Talisman feature, your Soul Talisman becomes the amulet given to you by your patron. In addition, once on each of your turns, you can add a d4 whenever you fail an ability check, attack roll, or saving throw, but only if you are the wearer. At 10th level, you can roll a d6.

### Ritualistic Disposition

*1st-level Spiritual Guide feature*

Your main method of communication with the spirits around you, as well as your spiritual guide, is through embedded practices of intense song and dance. You gain proficiency in a musical instrument of your choice and the Performance skill, and you can use this musical instrument as a spellcasting focus. In addition, you gain the ability to cast your warlock spells as a ritual if that spell has the ritual tag.

### Sacrificial Offering

*6th-level Spiritual Guide feature*

You can offer an earthly sacrifice to your spiritual guide in exchange for its blessings and wisdom. Once before the start of your next long rest, you can perform a special ritual by offering your spiritual guide the carcass of a beast with a CR of 1/2 or lower. You perform the ritual with a musical instrument you are proficient in over the course of 10 minutes. At the end of the ritual, roll on the Sacrificial Boon table for the ritual’s effect. Each effect lasts until the end of your next long rest.

##### Sacrificial Boon

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### Talisman of Protection

*10th-level Spiritual Guide feature*

You can confer the protection of the spirits onto others. When another creature wears your talisman, you can use an action to cast the *warding bond* spell without expending a spell slot or material components. You and the wearer of your talisman are warded by the spell. The spell ends early if you are more than 60 feet apart, as normal, or if the wearer takes off the talisman.

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

### Patron Possession

*14th-level Spiritual Guide feature*

Your direct spiritual connection with your patron allows it to possess you when you request its intervention. As an action, you gain all the benefits listed in the Sacrificial Boon table for up to 10 minutes (as if concentrating on a spell). In addition, you also gain the following benefits:

* The wearer of your talisman can use your Soul Talisman feature an unlimited number of times without expending any uses of the feature, but only once on each of its turns.
* You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* If a creature within 30 feet of you makes an attack roll against you with advantage, it loses that advantage.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

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

## SPONSORSHIP PATRON

You've struck an eldritch bargain with a titanic corporation, and their CEO has bequeathed you sinister powers and occasional discounts. When you commune with your patron, they appear in the form of the brand's mascot or face, whether that be a cartoon mouse, a muscular figure, or an enigmatic logo. The Brand's reach is wide, its influence pervasive, and its motives anathema to all mankind

### **Expanded Spell List**

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### **Corporate Discount**

Starting at 1st level, you can purchase any item from a business for 10% off. This discount is non-transferable; you can only purchase items for yourself using it. If you give away an item purchased using this discount, you lose this discount for the next item you purchase.

### **Company Man**

By 1st level, your loyalty to the Brand affords you a level of supernatural protection. When you make a saving throw, you can use your reaction to gain advantage on the save. Once you use this feature, you can't use it again until you finish a short or long rest.

### **Subliminal Marketing**

By 6th level, you can project an image of the Brand's mascot into someone's mind as a bonus action. Choose a creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature sees the brand's mascot in their peripheral vision at an unoccupied location they choose. At the start of the creature's next turn, they must use their action to make an attack or cast a spell targeting this space. Once you use this feature, you can't use it again until you finish a short or long rest.

### **Employee Benefits**

Beginning at 10th level, your long-standing loyalty to the Brand has afforded you a suite of benefits. When you finish a short rest, you regain one expended hit die. Additionally, if you are blinded, deafened, incapacitated, paralyzed, or poisoned, that condition is ended. Lastly, once per day when you finish a short rest, you can recover a spell granted to you by an invocation which normally recovers on a long rest.

### **Vulture Capitalist**

By 14th level, when you cast a cantrip that deals damage, you can spend one gold piece to literally throw money at the problem. You launch the coin with the spell (consuming it), dealing an additional 1d6 damage to one of the spell’s targets.

     Additionally, you can turn anything into profit. When you reduce a creature to 0 hit points, their body falls in a spray of gold coins, which equals 20 times its challenge rating.

## TARRASQUE PATRON

Flavortext about the tarrasque being an impossible patron

**Expanded Spell List**

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### **Savage Speed**

Starting at 1st level, you gain bursts of speed in moments of high adrenaline. At the start of your first turn in combat, your movement speed is increased by 10 ft until the end of your turn. Any time you reduce a creature to 0 HP, your speed is increased by 10 ft until the end of your next turn. If you are frightened, your speed increases by 10 ft until you are no longer frightened.

### Deadly Claws

Starting at 6th level, you've learned to embody some aspects of your patron. As a bonus action, you grow long, sharp claws that last for 1 minute. Your claws count as magical weapons for overcoming resistances and immunities. Whenever you attack with your claws, you can use your charisma modifier for the attack and damage rolls. You may attack twice, instead of once, when you use the attack action to attack with your claws. Your claws deal 1d8 slashing damage each. You may use this feature a number of times equal to your charisma modifier, and regain uses after a long rest.

### **Body of a Titan**

Starting at 10th level, you gain resistance to fire and poison damage, as well as nonmagical bludgeoning, piercing, and slashing damage. If you have the Monstrous Carapace invocation, you are instead immune to nonmagical bludgeoning, piercing, and slashing damage.

### Deflective Stance

Starting at 14th level, you can choose to protect yourself from magical attacks. When you are the only target of a ranged spell attack of 5th level or lower, you may roll a d6. On a result of a 1, you take half damage from the effect. On a 2-5, you are unaffected. On a 6, you are unaffected and the spell is reflected back to the caster as though you were the caster and the original caster was the target. On a result of a 1, this feature is not expended. Once you use this feature, you may not do so again until you finish a short or long rest.

## TOON PATRON

Out on the edge of the multiverse is a demiplane called Toontown, a wacky place inhabited by toons, creatures of ink and magic that defy logic. In Toontown, the laws of space and time take a wrong turn and dive straight off a cliff; it’s an eternity of loony hijinks, a torrent of silliness, a plane that despises seriousness.

     Toons take many forms -- often little critters or animate objects with exaggerated eyes drawn on them -- but the Barons of Toontown are known far and wide. These powerful (and copywritten) toons can let you bend the laws of space and time, provided that you leave a trail of slapstick jokes and utter silliness in your wake.

**Expanded Spell List**

### **Hammerspace**

Starting at 1st level, you scoff at lengthy encumbrance rules. When you open a pocket, bag, or other container that you touch, you can choose for it to lead to your personal extradimensional space, which is 64 cubic feet in volume. The container’s opening stretches to accommodate items of any size which can fit within the space, and items within the space are weightless until removed. When you reach into this space, any item you intend to take is magically on top. A container loses this property when you are no longer touching it.

### **Squash and Stretch**

At 1st level, you have elastic, fantastic limbs. You can stretch your arms and legs up to 5 feet beyond their normal length, allowing you to interact with distant objects or creatures, and your melee weapon attacks have the Reach property.

     Additionally, you can ignore the Heavy property of weapons.

### **Slaspstick**

By at 6th level, you have a knack for cartoon violence. When you take bludgeoning, piercing, or slashing damage while you are standing, you can use your reaction to halve the damage taken and also be knocked prone, as you are either squashed flat, deflated like a balloon, or momentarily chopped in half.

### **Two-Dimensional**

At 10th level, when comically convenient, you can use your bonus action to turn sideways and become completely flat or to return to return to three-dimensions. While two-dimensional, you can fit through passages as narrow as 1/2 inch across, and you have half cover from ranged attacks. Additionally, you can also glide on the wind when you fall, floating 2 feet horizontally for each foot downward you fall. However, you are far more fragile, and have vulnerability to bludgeoning, piercing, and slashing damage.

### **Cartoon Violence**

Starting at 14th level, you can employ the oldest trick in the animator’s book: dropping a heavy anvil right on your enemies! As an action, choose a 5-foot square that you can see within 30 feet of you. A heavy, oversized anvil materializes up to 100 feet above the square and falls to the ground, crashing through any obstacle it meets on its way. A creature hit by the anvil must make a Dexterity saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is knocked prone and stunned until the beginning of your next turn, while literal stars orbit its head. On a successful save, the creature takes half as much damage and is not stunned. Once you use this feature, you can’t use it again until you finish a long rest.

## VAMPIRE PATRON

Vampires, by common folk, are known as the absolute masters of the night. They are powerful, violent, and terrifying beyond measure. Despite that, one of the defining traits of the master vampire is his unfailing ability to draw others to him, to bind them to his service, and to subjugate them with his awe.
     Warlocks who take the Vampire Pact seek to gain a measure of a master vampire's incredible strength, intimidating presence, and immortal stamina. They desire to become true masters of the night, and, eventually, vampires in their own right.

### Bloodthirst

At 1st level, you grow a sharp pair of retractable fangs, and gain a powerful thirst for blood. After reducing an enemy to 0 HP, you can use your bonus action to regain a number of HP equal to your Charisma modifier + your warlock level.

### Alluring Presence

At 6th level, your eyes turn a bright shade of red, and you learn to melt your opponent's willpower with but a stare. As an action, choose a creature within 30 feet that you can see to make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by you (your choice). This effect ends once the creature can no longer see you, is further than 60 feet from you, or takes damage. A creature that successfully saves against this effect cannot be affected by it again for 24 hours.

### Immortal Fortitude

At 10th level, your skin (and possibly your hair) toughens and takes on an unearthly hue (porcelain white, jet black, emerald green, etc.), and your aging seems to stop altogether. You gain resistance to bludgeoning and slashing damage. This resistance does not affect damage from magical or silver weapons.
     Additionally, you no longer age, do not suffer the effects of old age, cannot be magically aged, and cannot die from old age.

### Child of the Night

At 14th level, you gain the ability to change your form like that of your master. As an action, you can Wild Shape (as the druid class feature) into the form of a wolf, a bat, or a rat. Alternatively, you can take the form of a swarm of bats, a swarm of rats, or a dire wolf. If you take one of these latter forms, you must take a short or long rest before you can use one of those forms again.

## WILD GUARDIAN

You have formed a pact with an ancient protector of the forests. These guardians can live for millennia, turning their natural surroundings into a domain of lush wildlife and greenery. As a warlock of this patron, you are similarly tasked in protecting this wilderness from undue harm.

Warlocks of the Wild Guardian often work alongside druids, fey knights, and other wild beasts in the defence of the wilderness. Your pact represents a commitment to this cause.

Such patrons of these warlocks can include ancient treants that have lived for millennia, gods that oversee nature, and residents of the Feywild like dryads and eladrin who have a strong connection to nature.

### Expanded Spell List

*1st-level Wild Guardian feature*

The Wild Guardian 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.

### Photosynthesis

*1st-level Wild Guardian feature*

Your patron’s powers allow you to receive all your nutritional needs from the sun. At the end of a short or long rest, you no longer need to eat, drink, or breathe. If you spend 10 minutes in an area under dim light or darkness, you lose these benefits.

### Implements of Nature

*1st-level Wild Guardian feature*

Your patron has given you the abilities needed to defend your ancestral home. You gain proficiency with medium armor, shields, and martial weapons. You can’t use armor or shields made of metal.

In addition, you learn the *thorn whip* cantrip, which counts as a warlock cantrip for you, and doesn’t count against the number of cantrips you know. When a creature triggers an opportunity attack from you, you can cast *thorn whip* instead of making a melee attack against the target.

### Sap Excretion

*6th-level Wild Guardian feature*

You can expunge sticky sap to deter enemies. When a creature hits you with a melee weapon attack, you can force it to succeed on a Dexterity saving throw against your spell save DC or have it be restrained until the start of its next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

### Nature's Whisperer

*10th-level Wild Guardian feature*

Your patron’s power allows you to be intimately close with nature. You can cast *speak with animals* and *speak with plants* at will, without expending a spell slot.

In addition, you adopt the tough wooden hide of ancient trees. As a bonus action, you can give yourself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This effect lasts for up to 1 minute, and you must finish a short or long rest before you can use it again.

### Chlorophyll Boost

*14th-level Wild Guardian feature*

You are able to draw power directly from the sun to bolster your abilities. As an action, while you are under the effects of Photosynthesis, you can choose to gain the following benefits for 1 minute:

* Your weapon attacks deal an extra 1d4 radiant damage on a hit.
* You gain resistance to fire and radiant damage, and you have advantage on Dexterity saving throws.
* You can take the Dash and Disengage action as a bonus action.