Warlock: Horned King Patron

The Crooked Moon

Warlock: Horned King Patron

Class: Warlock

In desperation and cunning, you have woven your fate with the Horned King, a pact inked in blood and corruption. No ordinary master of the wilds, this ancient terror bends the moon's crooked light to his will, lucking not only in the deepest woods but within the twisted marrow of fear itself. As his chosen, your very flesh holds forgotten sorceries, steeped in magic as old as time. The gift he bestows is not power, but a curse - one that marks you as more than mortal. Misfortune does not merely loom over those who dare oppose you; it rots their bones, their minds, their souls. It makes crooked their fate. Few would dare to bargain with the Horned King, himself, for those who emerge from this grasp do not do so as themselves, but rather as something constructed from shadow and fear.

Features

Level 3: Horned King Spells

The magic of your patron ensures you always have certain spells ready; when you reach a warlock level specified in the Horned King spells table, you thereafter always have the listed spells prepared.

Warlock LevelSpells
3Animal Friendship, Bane, Spike Growth, Suggestion
5Bestow Curse. Fly
7Phantasmal Killer, Polymorph
9Dominate Person, Scrying

Level 3: Witch Mark

The Horned King teaches you to impart you magic into a marked token. When you finish a Long Rest, you can spend 10 minutes imbuing magic into a nonmagical Tiny object you're holding. Choose one of your prepared Warlock spells that casting time of an action. A creature holding the marked object can use a Magic action to cast the spell, after which the mark fades. The mark also fades you finish a Long Rest.

Level 3: Malediction

You can call upon the Horned King's malice to manipulate luck and fate. As a Magic action, you can curse a creature you can see within range targets you with an attack roll or a spell, you can take a Reaction to curse the creature.

Choose one of the following curses.

  • Agony. The target's next attack roll or Constitution saving throw to maintain Concentration (your choice) has Disadvantage.
  • Hate. The target's next Intelligence, Wisdom or Charisma saving throw (your choice) has Disadvantage.
  • Rot. The next time the target takes damage, it takes an extra 1d10 Necrotic damage and it can't regain Hit Points until the the end of its next turn,

You can use this feature a number of times equal to you Charisma modifier (minimum of once). You regain all expended uses of when you finish a Long Rest.

Level 6: Spiteful Curse

When you use Malediction, you can now cast Bestow Curse once without a spell slot as the action or Reaction for that feature, and you regain the ability yo cast it that way when you finish a Long Rest.

When you cast the spell in this way, its range becomes 60 feet, and its last 1 minute with no Concentration required. If the target succeeds on its saving throw against the spell, choose one of the Malediction curses, and the target suffers that curse instead.

Level 10: Crown of Horns

As a Bonus Action, you can manifest the majestic might of the Horned King for 1 minute. For the duration, you manifest a visible mark - such as a crown made of horns surmounting your head, or you grow great antler - you gain the following benefits.

Dark Heart

The first time you damage a creature during a turn, you deal an additional 1d8 Necrotic damage to that creature.

King of All

You radiate an aura of power in a 20-foot Emanation that originates from you. When you activate this feature, at the start if each of your turns, choose one creature within the Emanation to succeed on a Charisma saving throw against your spell save DC, or suffer one of the following effects of the choice.

  • Enticement. The creature has the Charmed condition until the start of your next turn.
  • Wickedness. The creature is cursed and has Disadvantage on attack rolls and ability checks until the start of your next turn.
  • Terror. The creature has the Frightened condition until the start of your next turn. A frightened creature moves away from you by the safest route during its turn unless there is nowhere to move.

Level 14: Gather the Coven

You can now share the Horned King's power with those you deem worthy. You can perform a 1-hour ritual which can take place during a rest to form a magical bond with up to six willing creatures. You can end the bond for any number of creatures (no action required), and the bond ends when you die. The bond grants following benefits.

Witchcraft

Choose one of the curses from your Malediction feature. The bonded creatures can now use that option once, and they regain the ability to do so when they finish a Long Rest.

Fly By Night

As a Bonus Action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magical teleport to the nearest unoccupied space to the creature. You can use this benefit once, and you regain the ability to do so when you finish a Short or Long Rest. If your Crown of Horns feature is active when you use this Bonus Action, the use isn't expended.

Hand of the King

While your Crown of Horns feature is active, the first time a bonded creature damages another creature during its turn, the target takes an extra 1d10 Necrotic damage.