The Eld'ar (A Warlock Patron) in Foul Tidings | World Anvil
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The Eld'ar (A Warlock Patron)

While The Eld might walk the world of man alongside their Host for many an age, there comes a time when the Host Body fails. At this time The Eld might consume the form and either remain in the Material Plane, or choose to leave and reach closer to their home realm. In Limbo, The Eld form Colonies, many organisms forming together to live and thrive in the ever changing chaos, similar yet different from their Far Realm home.   These Colonies refer to themselves as Eld’ar, and sometimes decide that they yet have business in the Material Plane. Unable to return in their new Colony form, they reach to those longing for power and reaching out into the void.     Eld’ar Expanded Spells: (Might use spells from Xanathar’s Guide to Everything, if presented as (spell) choose two)
  • 1st: (chaos bolt), dissonant whispers, detect evil/good
  • 2nd: augury, (mind spike), see invisibility
  • 3rd: sending, tongues
  • 4th: confusion, locate creature
  • 5th: rary’s telepathic bond, cloudkill
    (1st Level) Not Wholly Alone   Your Patron has provided you with a minor servant from it’s colony. This creature isn’t largely intelligent, and is not visible to those around you, as it swims through your blood. At any time you might ask your servant for general information about a subject your patron might know, the servant attempts to pull this information from the colony, and communicates it in feelings that help you determine the truth of the information you’re seeking. You gain proficiency in the Insight or History skill if you don’t already have it.       Pact Boons: The Eld’ar servant in your blood affects or empowers the boons you might choose.  
  • Pact of the Blade: The servant slips from your bloodstream and grows to form a sharp, biological claw or fang-like weapon.
  • Pact of the Chain: You are able to draw out your servant and empower them to be helpful in more ways, binding a spirit to them and giving them a greater form. (any familiar gained this way takes the Aberration type instead of Fey, Fiend, or Celestial, and returns to your body when dismissed, rather than a pocket plane.)
  • Pact of the Tome: The Servant grows and gathers knowledge through its connection with the Eld’ar colony. It may appear on your person at any time as a 3rd eye in a place you can make visual contact with it. This visual contact allows the knowledge from your tome to be accessed.
      (6th Level) Second Flesh   In response to danger, the Eld’ar servant bolsters your defences. When attacked or making a Dexterity saving throw, a second layer of skin similar to thick dark scales or dense sponge-like material forms atop your own. This second layer of defense raises your AC by 5 in response to attack. When making a Dexterity save against spells that would do half damage on success, you either take no damage on success or take half on failure. Once this feature is used it can not be used again until after a short or long rest.       (Level 10) Duplicity in Thought   Attempting to read the mind of an Eld’ar warlock is a strange and difficult task. Those attempting to read your mind, charm, or deal psychic damage to you might find it hard to differentiate between the Warlock, and the Eld’ar servant. You gain Advantage to resist Charm or mind reading effects. When you take psychic damage, reduce the total taken by your number of warlock levels.       (Level 14) Colony Mindscape   You gain the ability to contact the Mindscape of the Eld’ar Colony and direct that experience to the mind of your enemy. Until the end of your next turn, after a successful attack, your enemy becomes incapacitated while experiencing the cacophony of voices, desires, needs, and hunger of the colony of your Eld’ar Patron, taking 10d10 Psychic damage in the process. If the creature is an aberration, it becomes charmed or frightened. Once you use this feature, you can’t use it again until you finish a long rest.

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