Warlock Patron: The Felled in Neria | World Anvil

Warlock Patron: The Felled

The Felled

  Most assume that dead gods have no power, but you are one of the few who know better. You found the fallen gods and listened to their stories, and before you left, they offered you great power if you agreed to bring their memories back to life, reminding those who have turned their backs on them what happens when they forget that even dead gods still have power.  

Expanded Spell List

The Fallen grant you the knowledge of spells that might otherwise be inaccessible to you, reminding all that gods can do great things. The following spells are added to the warlock spell list for you.
  • 1st Level: command, shield of faith
  • 2nd Level: detect thoughts, ray of enfeeblement
  • 3rd Level: animate dead, bestow curse
  • 4th Level: faithful hound, private sanctum
  • 5th Level: dominate person, reincarnate

Chosen

Starting at level 1, you are the embodiment of your patron's need for authority and vengeance, and you possess the ability to punish those who would move against you. As an action, you can target a number of enemy creatures equal to half your warlock level, rounded down (minimum of 1) within 10 feet of you. This creature must pass a Wisdom saving throw against your spell save DC. On a failure, the creature becomes blinded until the beginning of your next turn, or until they take damage (whichever comes first).  

Herald

At level 6, you have honored your deal with your patron so thoroughly that they now expend extra energy and resources to keep you alive in order to continue punishing those who assumed them powerless. You are now resistant to all sources of necrotic damage. In addition, your attacks count as radiant damage in addition to their original damage type.  

Beloved

Starting at level 10, you have become an efficient weapon for your patron's cause. As a bonus action on your turn, you can create an entropic field in a 10 foot radius, centered on a point within your line of sight, up to 120 feet away. Any enemy creature that enters this field must succeed at a Wisdom saving throw against your spell save DC. If this check fails, the enemy becomes stunned until the beginning of your next turn, or until they take damage (whichever comes first).   In addition, any enemy that begins their turn within this field takes necrotic damage equal to half of your warlock level, rounded down (minimum of 5).   Once you use this ability, you cannot use it again until after a short rest.

Avatar

At level 14, you have become a favored vessel of your patron's need for authority and vengeance, and they will now manifest parts of themselves in situations of life or death. Whenever you would be reduced to 0 hit points, an avatar of your patron appears in front of you, taking the damage themselves as they manifest if the attack would have hit the avatar's AC (otherwise, no one takes damage). This avatar will remain for the duration of combat, until it is destroyed, or until your character is fully healed (whichever occurs first). This avatar acts on your turn initiative, but does not require commands to take actions, move, or react.   If there is an enemy in front of you, the enemy is knocked back 10 feet. Unless they succeed on a Dexterity saving throw (DC 15), the enemy is knocked prone until the beginning of their next turn. If there is an ally in front of you, the ally is moved up to ten feet, but does not take damage.   Once an avatar appears, they won't do so again until after a long rest.

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