Posts Tagged With: Warlock Patron

5e – Warlock Pact – The Grey Lady (and Associated Eldritch Invocations)

The Grey Lady

You have made your pact with one of the Grey Ladies, the Keepers of Magic. These beings are wise and mysterious, known for a lack of concern for mortal ethics and morals. They hew fiercely to women, rarely accepting men into Their service, and concern themselves with all things arcane and magical. The Grey Lady could be anyone from Lady Night, the Mother of the Heptarchy, to Lilith, the First Woman, to Hecate, the Goddess of the Crossroads, or any number of other powerful beings with similar interests.

 

Expanded Spell List

The Grey Lady allows you to choose from an expanded spell list when you learn Warlock spells. The following spells are added to the Warlock spell list for you.

  • 1st Level: Magic Missile, Shield
  • 2nd Level: Arcane Lock, Knock
  • 3rd Level: Glyph of Warding, Protection from Energy
  • 4th Level: Confusion, Polymorph
  • 5th Level: Teleportation Circle, Wall of Force

Arcane Sight

At 1st Level the Warlock is granted the ability to see the patterns of arcane force and magic in the world. The effect is that they may use Detect Magic as a Reaction and Identify spell as an Action (which also requires Concentration).

Aura of Power

Upon reaching 6th Level the Warlock can evoke an Aura of Power with a radius of 20 feet as a Standard Action. Glowing runes appear wherever the Aura interesects objects and the Aura acts in all ways as the Magic Circle spell. The feature may not be used again until after a Long Rest.

Arcane Spirit

At 10th Level the Warlock is Immune to Force damage, and is actually healed for half the hit points of damage it would caused.

Spellbind

Upon reaching 14th Level the Warlock may, without Concentration, paralyze a number of humanoids if they fail a Wisdom Saving Throw in a manner otherwise identical to the Hold Person spell. The ability may not be used again until after a Short Rest.

 

Associated Eldritch Invocations

Spellcleaver

(Prerequisite: 5th Level, The Grey Lady Patron)

The Warlock may, as an Action, Reaction, or Bonus Action cast Counterspell. This ability may not be used again until after a Short or Long Rest.

Spellweaver

(Prerequisite: 9th Level, The Grey Lady Patron)

The Warlock may, as a Standard Action, with Concentration, cast a spell not currently known to them, but of a level that they may normally cast. If the spell is not is not a Warlock spell it also damages them for 1d4 Hit Points per level of the spell and causes one level of Exhaustion. This ability may not be used again until after a Long Rest and any levels of Exhaustion have been removed.

Spellturner

(Prerequisite: 15th Level, The Grey Lady Patron)

The Warlock has Advantage on spell attacks that target them directly (not Area of Effect spells). In addition, if a 20+ is rolled for the save and the spell is 7th level or lower, the spell has no effect on the character and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

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First new official rules for 5e – and they are free!

So, I “picked up” the free PDF of the Elemental Evil Player’s Companion and on the one hand I like it a fair amount and on the other hand I’m kind of disappointed. The new races are fine, though the Genasai are very different in my game world, and I’ve never used the Snervnebblinglinelfnanfa….. whatever they are, Deep Gnomes – and while I’ve never used the …bird people… as a race in my game world, I can see them having a place (I have other flying races that have played a much more significant role – Winged Folk anyone?). I certainly never had the Goliath’s, but I actually like them – just not sure about that damage reduction ability (it seems very fiddly to me).

The meat is the new spells, especially the new cantrips and the Investitures. I’m very happy with everything I’ve seen there and will actually be updating a couple of bits here and there on other races abilities to reflect these new cantrips.

My big disappointment is the lack of character class options – specifically the lack of Cleric domains and Wizard schools with an elemental focus. The Monk could also have seen some love here, along with the Sorcerer and the Warlock, but there was no love to be had for anyone.

So sad.

In any case that just means that I need to belly up to the bar and come up with my own Cleric domains for the En Khoda Theos Kirk (given that I have a cleric of the Great Dragon of the Air in the game now), and start thinking about how I would handle the Wizard’s Arcane Tradition (and a Warlock Patron and a Sorcerer bloodline).

That said, I’m really looking forward to gaming this week after recovering from the plague last session and it ending up being cancelled.

TTFN!

D.

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5E – Warlock Patron – The Delian

The Delian

You have made your pact with one of the Delian Powers, the Hidden Masters behind the Delian Order, the Lords of Time. Becoming one of their agents, a “grey cloak” the character leaves the River of Time and moves to the heart of the Deep Time, able to travel across all of Creation, as protectors from threats both esoteric and dire. The Hidden Masters of the Delian Council send agents across time and space to act as observers, looking through their eyes, hearing through their ears, and using them to maintain a presence at crucial junctions of fate and destiny.

Expanded Spell List

The Delian allow you to choose from an expanded spell list when you learn Warlock spells. The following spells are added to the Warlock spell list for you.

  • 1st Level: Alarm, Feather Fall
  • 2nd Level: Aid, Blur
  • 3rd Level: Haste, Slow
  • 4th Level: Confusion, Freedom of Movement
  • 5th Level: Mass Cure Wounds, Raise Dead

Unseen Observer

At 1st Level the patronage of the Delian means that the Warlock has learned to hide within the currents of the River of Time. They may become Invisible at will and all attempts at divining their location or presence have Disadvantage.

Hard to Kill

Existing outside of the normal River of Time, starting at 1st Level, the Warlock Stabilizes automatically upon dropping to 0 HP. The Warlock also regenerates 5HP every hour and is Resistant to Disease and Poison. The Warlock can also grant a small bit of this blessing to others – the Warlock learns the Spare the Dying cantrip.

Leywalk

At 10th Level, the Warlock may tap into and ride the Ley Lines to Teleport as a Reaction. This ability may not be used again until after a Long Rest.

Timestorm

Upon reaching 14th Level the character can touch a target and send a target on a hellish trip through multiple timelines until the end of the characters next turn. If the target is not a Timedancer of some sort it takes 5d10 necrotic damage and 5d10 psychic damage. This feature cannot be used again until the character finishes a long rest.

 

 

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5E – Warlock Patron – The Celestial

The Celestial
You have made your pack with a Celestial, one the great powers of Good who are committed to combatting and thwarting evil in all it’s forms. This being is most likely one of the members of the Angelic Host of Heaven, there are a variety of other powerful beings with similar motives who are dwell in the higher realms but who are not angelic in nature. Beings of this sort include the Nin Lammasu and Bel Shedu; the Lord Kulkukan; Marduk, the Binder of Winds; various of the Great Elder Dragons, and a handful of the most powerful of Council of The Elect.

Expanded Spell List
The Celestial allows you to choose from an expanded spell list when you learn Warlock spells. The following spells are added to the Warlock spell list for you.

1st Level: Divine Favor, Thunderwave
2nd Level: Calm Emotions, Lesser Restoration
3rd Level: Beacon of Hope, Spirit Guardians
4th Level: Death Ward, Guardian of Faith
5th Level: Dispel Good and Evil, Hallow

Healing Touch
As 1st level your patron grants you the ability of a soothing, healing touch by virtue of your presence and attention. This ability acts without limit, healing those you wish once, for an amount equal to one of their own Hit Dice (though this does not act against their own use of Hit Dice). A character cannot benefit from this again until they have undergone a short or long rest.

Armor of Faith
Starting at 6th level the character may add their Wisdom modifier to their AC as a Response to an attack by an evil creature. They may also use the same bonus to any single saving throw against an spell or spell-like attack from an evil creature as well. Use of either ability means that neither can be used until after a short or a long rest.

Mantle of Heaven
At 10th Level the character has Resistance to Necrotic damage and has Advantage to all saving throws against Fear or Possession.

Celestial Harrowing
Upon reaching 14th Level the character can touch a target and immobilize a target until the end of the characters next turn as it is racked by a weighing and judgment of all it’s evil, selfish, and impure thoughts. If the target is not a Celestial it takes 5d10 radiant damage and 5d10 psychic damage. This feature cannot be used again until the character finishes a long rest.

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