Subclass: Warlock -- The Caretaker in New World - Dragonsmoke Archipelago | World Anvil

Subclass: Warlock -- The Caretaker

The Caretaker, A Warlock Subclass

  Please note: the authored material this was based on has changed.   I   n this supplement, we explore a new type of warlock: the caretaker archetype. Unlike the individuals who gain their powers by making a pact or exchange with a powerful entity, the caretaker warlock receives their powers by protecting their patron, which happens to be still an egg or a newborn legendary creature. This protection evolves into an intimate bond between the caretaker and their patron, allowing the player to explore a caring and nurturing relationship with its patron as the two grow in power together.  
It appears that you have tumbled into the greatest responsibility of your life: the protection and rearing of a powerful and majestic creature. You care for and protect the creature, and in-return for your kindness, you   will be granted some of its growing power.   In these pages, I will attempt to glean answers to any questions you may have, but...my time is short and   your egg will soon hatch. Now, listen closely...
 

Assumptions

In line with this supplement, we defined a number of creatures capable of being a patron; they include the couatl, phoenix, and dragon turtle amid others. To some, this may run contrary with what is canon in the D&D universe and books like the Monster Manual. We argue that given the role and power these creatures held throughout various mythologies, these creatures could easily be viewed as creatures powerful enough to be patrons in their own right. This may require you to slightly alter their stats or even the mythology of your setting.  

Playing the Character

Caretakers love their companions and are devoted to their protection. The dream of a caretaker is to one day see their patron grow into the magnificent beast they are destined to be. Aside from that, the caretaker could have come from any walk of life, for it has now been changed forever. For the subclass version of the caretaker warlock, we don’t specify whether you are protecting the egg or if the egg has already hatched. Mechanically they work the same, the patron is intended to work as a more narrative and personal role for the player, if the patron is attacked, it will share the same pool of hitpoints with their caretaker.  

Running the Patron

It’s important to remember that despite the patron being the caretaker’s companion, they do not work mechanically like an animal companion. A few things to emphasize:
  • The GM controls the patron. It makes the patron feel more independent from the player, providing a wider range of roleplay opportunities, as well as caretaking challenges.
  • The patron is not intended to engage in combat. Sure, times will emerge when the patron will attack or defend itself, but this companion is not considered to be a combat companion. This is also why we simplified its health mechanic.
  • Be careful when endangering the patron.Doing this can obviously set up some great emotional and roleplay moments but, as all things, it can be overdone. It should never feel like the warlock is fighting constantly just to keep their patron alive. Rather, the majority of the focus should not be directly on the patron, unless you are doing so for story purposes.
 

A Patron Two Ways

Granted by the Patron Insignis class feature, you are in possession of your patron and are its guardian and caretaker. We leave it up to you and your GM to decide whether your patron takes the form of an egg or a hatchling.  

Protector of the Egg

Mysterious yet, comforting. You are in possession of an egg that will, one day hatch into a powerful creature and patron. It is your duty to protect and care for your patron-egg.  

The Egg

The patron egg is considered a small object (bordering on Tiny), with an AC of 18 and has 24 hp (8d6). The egg is quite durable and has resistance to all damage except bludgeoning damage, any damage sustained will chip at its protective exterior but will not crack the egg. Only when the egg reaches 0 HP, does the egg break and the warlock loses all of their bestowed abilities.  

Optional: Healing the Egg

While the egg’s HP can be restored with magic. It can also be restored when immersed in its ideal environment. the egg will restore 1 hp per two hours of immersion (or 4 hp per long rest, 8 hours).  

Hatching the Egg

You should talk to your GM and establish some understanding on how soon you (the player) would like your egg to hatch. Some adventurers can go an entire career carrying their egg, only to hatch at level 20. Others may have their egg hatch mid-adventure.  

Protector of the Hatchling

Whether the patron was born in your hands or discovered on your adventures, you are now the protector of a young legendary creature.  

Battle Hatchling

We must emphasize that the baby patron is not intended to be a fighting companion of any sort. That said we know that there are exceptions and that there may be times when the patron will be threatened. If you’d like to create a statblock for the patron, you can utilize the baby beast companion rules rules earlier in this book.  

Option 1: Shared Health

Your life and the life of your patron are intertwined. You and the patron share the caretaker’s hit points. Any damage that the patron would take is instead taken by the caretaker. If you and the patron are both caught in an area of effect, you do not take damage twice. If you die, the patron will eventually die as well, unless the patron finds a new, willing caretaker within one month.  

Option 2: Independent Health

Your patron is a small or tiny creature, with an AC of 18 and has 24hp (8d6). The patron can benefit from both natural and magical healing. When the patron reaches 0 hit points, the patron will fall unconscious and the player will lose all of their bestowed abilities.  

Class Features

 

Proficiencies

Skills: Removed Deception and Intimidation from the Warlock skill options and replaced them with Animal Handling and Insight.  

Patron Insignis

Replaces Otherworldly Patron   You are in possession of your patron. Whether it is a hatchling or an egg is up to you and your Dungeon Master.  

Entrusted Invocations

Replaces Eldritch Invocations   We've created a number of new Invocations. In addition, we've renamed a number of the warlock's existing invocations to fit more thematically with the caretaker warlock.  

Entrusted Boon

Replaces Pact Boon   We made a few adjustments and additions to the available boons for caretaker warlocks.  

Entrusted Awareness

New boon that grants enhanced perception and vision to the caretaker and their allies.  

Enstrusted Shield

New boon that functions similarly to Pact Blade/Entrusted Blade but more defensive.  

New Patrons

Guardian of Rebirth (Phoenix)
Guardian of Sunset (Couatl)
Guardian of the Deep Scale (Dragon Turtle)
Guardian of the Scaled Skies (Dragon)
 

Patron Insignis

At 1st level you are in possession of either a baby patron or an egg that will one day, hatch into your patron. Select from the list of patrons in the next section Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. In addition you must decide whether your patron is still in it’s egg or has hatched. Both options are exciting but we recommend starting with the egg. In the sidebar are a few mechanical ideas on running either option.  

Entrusted Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.  

Entrusted Awareness

Through your bond with your patron. They provideyou their enlightened perception. If an you are within 60 feet from your patron, you gain Darkvision and a bonus to your Perception equal to your Charisma modifier.  

Entrusted Blade

You can use your action to summon your entrusted weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section of the Players Handbook for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your bestowed weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you or your patron dies.   You can transform one magic weapon into your bestowed weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your entrusted weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your entrusted weapon if you or your patron dies, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.  

Entrusted Servant

Replaces Pact of the Chain   The patron’s power has attracted others to it’s side.This particular familiar has pledged it’s service to you and the care of the patron (the familiar is still counts a summoned familiar mechanically).   You learn the find familiar spell and can cast it as aritual. The spell doesn’t count against your number of spells known.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. This familiar is also capable of caring for the egg for an extended absense. Though not longer than one week.  

Entrusted Shield

You can use your action to summon your entrusted shield in your empty hand. You can choose the form that this shield takes each time you create it (see the Armor section of the Players Handbook for shield options). You are proficient with it while you wield it. This shield counts as magical, and you gain a +2 bonus on Constitution saves against spells and other magical effects.   This ability functions just like the Entrusted Blade in all other features.  

Entrusted Tome

Your patron manifests for you, a grimoire. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.   If you lose your grimoire, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you or your patron dies.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.  

Parting Gift

Replaces Eldritch Master   Depending on how you’ve played, your patron will either: (a) the egg has finally hatched with the young patron capable of ascending on it’s own, or (b) the young patron has grown old or powerful enough to ascend on it’s own.   Upon leaving your patron bestows it’s final gift upon you. Naming you it’s emissary.   You gain a permanent enhance ability effect to the ability you choose (select from the list below).
  • Bear’s Endurance. You have advantage on Constitution checks and also gain 25 hit points.
  • Bull’s Strength. You have advantage on Strength checks, and his or her carrying capacity doubles.
  • Cat’s Grace. You have advantage on Dexterity checks and do not take damage from falling 50 feet or less if you are not incapacitated.
  • Eagle’s Splendor. You have advantage on Charisma checks. You can also cast calm emotions at will.
  • Fox’s Cunning. You have advantage on Intelligence checks and you can speak all languages.
  • Owl’s Wisdom. You have advantage on Wisdom checks and are proficient in 2 additional knowldge skills.
  Additionally, once per month you can call upon your patron at a time of need. This work like the cleric’s Divine Intervention ability, but succeeds automatically with no roll required. This ability can only be used once per month and the patron can not persist longer than 48 hours before returning back to their home.  

Guardian Patrons

 

Guardian of Rebirth

Your patron needs you just as much as you need them. The phoenix chick saved you and you saved them. In exchange for the love, affection, and succor that you give the phoenix, it imparts you with what powers it can spare. As it grows up and recovers its might, the power it offers grows in strength and size as well. The phoenix may make difficult requests of you, but it is not actively antagonistic in the same way that the Fiend or the Archfiend may be.  

Creating Your Phoenix Patron

Just a few cosmetic things to think about when imagining your patron.   Enflamed: Are phoenixes fully enwreathed in flame upon hatching; does it happen as they age, or perhaps all at once marking its new stage? Discuss this with your DM.  

Hatchling Quirks

The following quirks are unique to Phoenix Chick Patrons.   Phoenix Hatchling Quirks
 

Expanded Spell List

The Phoenix Chick 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.                  
Spell Level Spells
1st burning hands healing word
2nd continual flame, lesser restoration
3rd feign death, revivify
4th death ward, fire shield
5th flame strike, greater restoration

Phoelarch Body

Starting at 1st level, your connection to the phoenix chick is formed but is very weak. Your skin is tinged with red and your hair shimmers like flame when you cast spells. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you gain resistance to fire damage.  

Shared Health

Also at 1st level, your life and the life of the phoenix chick become intertwined. You and the phoenix chick share hit points. Any damage that the phoenix chick would take is instead taken by the warlock. If you and the phoenix chick are both caught in an area of effect, you do not take damage twice. If you die, the phoenix chick eventually dies as well, unless it finds a new, willing warlock within one month.  

Playful Flame

Upon reaching 6th level, the playtime shared between you and the phoenix chick develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the phoenix chick, each creature gains temporary hit points equal to half your warlock level + your Charisma modifier.  

On Burning Wings

At 10th level, you gain the ability to sprout wings of flame. As a bonus action, you gain a 40-foot fly speed for a number of minutes equal to your levels in this class. You can end this effect at any time without using an action. While active, you must spend your fly time in one minute increments. You regain all of your used flying time after finishing a long rest.  

Rebirth

After you reach 14th level, when you make a death saving throw at the start of your turn, you can instead burst into radiant flames. You regain hit points equal to your levels in this class + your Charisma modifier, and then stand up if you so choose. Each creature of your choice that is within 30 feet of you takes 3d10 fire damage and 3d10radiant damage. Once you use this feature, you cannot use it again until you complete a short or long rest.  

Guardian of Sunset

Guardians of the divine and untenable, couatls are a delicate, yet fastidious species that, thanks to their celestial nature, quite literally embody goodness. Breeding rarely, young couatls, known as couatl neonates, are often in great danger as the auspices of their birth usually mean at least one of their parents is in mortal danger. In cases where both parents perish before the egg hatches, these highly intelligent creatures will seek out an individual to broker a deal with. Their terms are fair and their preferences picky. Warlocks of couatl neonates find that they value fastidiousness, are disappointed when their warlocks lie or withhold information, and seek to find their purpose in life.  

Creating Your Couatl Patron

Just a few cosmetic things to think about whenimagining your patron.   Scales: The color of the couatl’s scales tells you much about its origins.   Sounds Couatl: Unlike snakes, couatl are capable of eventually mimicking speech from any culture. Though while young, they tend to hiss, chirp, and occasionally make some sort of clicking noise.  

Couatl Quirks

The following quirks are unique to Couatl Snakelet Patrons.   Couatl Neonate Quirks
 

Expanded Spell List

The Couatl Neonate 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.                
Spell Level Spells
1st cure wounds, detect evil and good
2nd calm emotions, zone of truth
3rd beacon of hope, remove curse
4th guardian of faith, polymorph
5th dispel evil and good, mass cure wounds

Blessed Body

Starting at 1st level, your connection to the couatl neonate has formed but is very weak. You gain small, iridescent scales in patches on your body and your hair takes on an ethereal sheen. You also gain resistance to psychic and radiant damage.   Additionally, you can speak Celestial.  

Shared Health

Also at 1st level, your life and the life of the couatl snakelet become intertwined. You and the couatl neonate share hit points. Any damage that the couatl neonate would take is instead taken by the warlock. If you and the couatl neonate are both caught in an area of effect, you do not take damage twice. If you die, the couatl neonatedies as well, unless it finds a new, willing warlock within one month.   Upon reaching 6th level, the playtime shared between you and the couatl neonate develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the couatl neonate, you all become psychically linked. For the next four hours, you and each creature who shares this psychic link can communicate telepathically with one another while within 120 feet of each other.  

Shielded Bond

At 10th level, while you and the couatl neonate are within 100 feet of each other, you are both immune to scrying and to any effects that would sense your emotions, read your thoughts, or detect your locations.  

Eyes of the Divine

When you reach 14th level, you gain the ability to bestow yourself with your companion’s eyes. As a bonus action, you can grant yourself a facsimile of couatl eyes. You gain truesight out to a range of 60 feet for one hour. Once you use this feature, you cannot use it again until you complete a short or long rest.  

Deep Scale Guardian

Just moments after emerging from its thick, plated egg, a dragon turtle is already the size of a large dog. Dragon Turtles are methodical patrons that urge caution and slow progress over quick bursts of frantic energy. These greedy creatures often “demand” a portion of their warlock’s shiniest treasures in exchange for their continued service, often withholding the fact that the power given cannot be taken away.  

Creating Your Dragon Turtle Patron

Just a few cosmetic things to think about whenimagining your patron.   Turtles Shell: Is the shell smooth, rough, or some pattern that rises from the shell?  

Dragon Turtlette Quirks

The following quirks are unique to Dragon Turtle Patrons.   Dragon Turtlette Patron Quirks
 

Expanded Spell List

The dragon turtlette 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.                  
Spell Level Spells
1st fog cloud, speak with animals
2nd protection from poison, spike growth
3rd stinking cloud, water breathing
4th control water, dominate beast
5th commune with nature, cloudkill

Armored Body

Starting at 1st level, your connection to the dragon turtlette is formed but is very weak. Your skin hardens and scaled plates form on your knuckles. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.   Additionally, you can speak Aquan or Draconic.  

Shared Health

Also at 1st level, your life and the life of the dragon turtle become intertwined. You and the dragon turtle share hit points. Any damage that the dragon turtlette would take is instead taken by the warlock. If you and the dragon turtle are both caught in an area of effect, you do not take damage twice. If you die, the dragon turtle dies as well unless it finds a new, willing warlock within one month.  

Defensive Play

Upon reaching 6th level, the playtime shared between you and the dragon turtle develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the dragon turtle you can choose between bludgeoning, piercing, or slashing damage. You and the creatures who played with the dragon turtle gain resistance to the chosen damage type for the next two hours.  

Steam Breath

At 10th level, you gain the ability to breath a 30-foot cone of scalding steam as an action. Each creature in that area must make a Constitution saving throw against your Warlock spell save DC. Creatures take 5d10 fire damage on a failed save, or half as much on a successful one. Being underwater doesn’t grant resistance against this damage. You can use this ability once per long-rest.  

Eternal Form

When you reach 14th level, you gain the longevity of the dragon turtle. You do not suffer the fragility of old age, and you can’t be aged magically. You can still die of old age, however. Additionally, you become immune to first five levels of the exhausted condition.  

Guardian of the Dragon

All chromatic dragons are evil. All metallic dragons are good. These universal truths held by the common folk are without a doubt, untenably wrong. These majestic, intelligent creatures feel powerful emotions and think in alien ways that mortals have trouble understanding, but they are not born good or evil. A red dragon’s heart is full of fiery passion, a silver dragon’s need to protect can become toxic, and a white dragon’s simplicity can enjoy the small moments of life.   Dragon whelps can survive on their own, but these clever creatures know that they are best served by followers. Whether the dragon was in danger and accepted a warlock of convenience, or it offered its services to a mortal seeking its aid, dragon whelp patrons are young, temperamental, and just as in need of the warlock as the warlock is in need of them.  

Creating Your Dragon Patron

Just a few cosmetic things to think about when imagining your patron.   Dragon Type: What color is the wyrmling? What is it’s unique breath?  

Dragon Wyrmling Quirks

The following quirks are unique to Dragon Patrons.   Dragon Wyrmling Patron Quirks
 

Expanded Spell List

The dragon wyrmling 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.                  
Spell Level Spells
1st chromatic orb, disguise self
2nd dragon’s breath, see invisibility
3rd protection from energy, tongues
4th polymorph, stoneskin
5th legend lore, seeming

Draconic Body

Starting at 1st level, your connection to the dragon whelp is formed but is very weak. Your nails harden and sharpen and your skin gains scales of an appropriate hue. You gain a claw attack which you can use to make unarmed strikes. Unlike normal claws, you can use your Charisma modifier instead of your Strength modifier on attack rolls. The claws deal 1d8 + your Charisma modifier slashing damage. If you take the Pact of the Blade, these claws can be your pact weapon.   Additionally, you gain proficiency in either the Persuasion or Intimidation skill and speak Draconic.  

Shared Health

Also at 1st level, your life and the life of the dragon whelp become intertwined. You and the dragon whelp share hit points. Any damage that the dragon whelp would take is instead damage you take. If you and the dragon whelp are both caught in an area of effect, you do not take damage twice. If you die, the dragon whelp dies as well unless it can find a new, willing warlock within one month.  

Courageous Play

Upon reaching 6th level, the playtime shared between you and the dragon whelp develops a special, tangible power. If you and up to five friendly creatures spend at least 10 minutes during a short or long rest playing with the dragon whelp each creature gains advantage on saving throws against being frightened for the next four hours.  

Dragon's Senses

At 10th level, your senses heighten and you gain the ability to detect things you normally would be unable to. You gain blindsight out to a range of 60 feet. Additionally, creatures with a strong sense of smell detect your scent as that of a dragon.  

Commanding Word

When you reach 14th level, you can speak with the authority of great dragons. As an action, you can utter a command to a number of creatures of your choice, within 60 feet of you, equal to your levels in this class, that can hear you. Each target must make a Charisma saving throw against your Warlock spell DC. On a failed save, you can command the targets to do something of your choosing. The command can be anything except something that would obviously cause the target to die. Each target follows your command for the next 2 hours. You cannot command targets individually. Creatures that are immune to the frightened condition automatically pass their saving throw.   You must finish a long rest before you can use this feature again.  
 

Table: Renamed Warlock Invocations

New Name Old Name
Adapt Appearance Mask of Many Faces
Adapt Form Master of Myriad Forms
Animal Speech Beast Speech
Ascendant Step Ascendant Step
Enhanced Vision Devil's Sight
Binding Chains Chains of Carceri
Bolster Vitality Fiendish Vigor
Book of Imparted Knowledge Book of Ancient Secrets
Charming Influence Beguiling Influence
Confer Misfortune Thief of Five Fates
Elemental Ally Minions of Chaos
Enlightened Eyes Witch Sight
Eyes of the Rune Keeper Eyes of the Rune Keeper
Far Blast Eldritch Spear
Feel Magic Eldritch Sight
Force New Form Sculptor of Flesh
Forceful Blast Repelling Blast
Hamper Movement Mire the Mind
Imparted Aggression Thirsting Blade
Incite Confusion Dreadful Word
Mindlink Gaze of Two Minds
Misfortune Sign of Ill Omen
Misty Projections Misty Visions
Observant Eye Vision of Distant Realms
Patron's Armor Armor of Shadows
Powerful Blast Agonizing Blast
Powerful Boost Otherworldly Leap
Searing Wounds Lifedrinker
Shared Mind Voice of the Chain Master

New Base Invocations

Illuminating Glow.
Prerequisites: None.
You can cast faerie fire at will, without expending a spell slot.

Sleepless Guardian.
Prerequisites: None.
Whenever you rest with your patron, you are protected by the alarm spell originating from the patron.

Patron's Manifestation.
Prerequisites: 9th level.
You can cast spirit guardiants once using a warlock spell slot. You can't do so again until you finish a long rest. These guardians take the form of your patron.

 

New Patron Specific Invocations

Blessing of the Ancient Waters.
Prerequisites: Couatl.
You can cast purify food and drink at will, without expending a spell slot.

Nature's Connection.
Prerequisites: Couatl.
You are trained in the Nature skill and you gain the druidcraft cantrip.

Banish the Unnatural.
Prerequisites: Couatl, 7th level.
You can cast aura of purity once using a warlock spell slot. You can't do so again until you finish a long rest.

Dragon's Roar.
Prerequisites: Dragon, thunderclap cantrip.
Extend the range of thunderclap to a 10ft circle.

Intimidating Roar.
Prerequisites: Dragon, 9th level, thunderclap cantrip.
You can cast cause fear once using a warlock spell slot. You can't do so again until you finish a long rest.

Aquatic Affinity.
Prerequisites: Dragon Turtle.
You gain the shape water cantrip. In addition, you can breathe water.

Resilient Shell.
Prerequisites: Dragon Turtle, blade ward cantrip.
Blade Ward lasts an additional round.

Sharp Shell.
Prerequisites: Dragon Turtle, 5th level, blade ward cantrip.
Blade Ward reflects the damage ignored back at the attacker.

Reactive Shell.
Prerequisites: Dragon Turtle, 9th level, blade ward cantrip.
You can cast Blade Ward as an immediate reaction (prior to taking damage). You can't do so again until you finish a long rest.

Phoenix Adept.
Prerequisites: Phoenix.
Gain the sacred flame and control flames cantrips.

Phoenix Fire.
Prerequisites: Phoenix, sacred flame cantrip.
Sacred flames deals both radiant and fire damage equally (so 1d8 deals 1d4 fire and 1d4 radiant). In addition, your flames burn damaged targets for an additional round dealing your Charisma Modifier in fire damage.

Healing Flames.
Prerequisites: Phoenix, create bonfire cantrip.
You and your gear take no damage from your bonfire. If you pass through or stand in your bonfire, you regain hit points equal to your Charisma Modifier. You can only heal 10 hp per day using this method.

Restorative Flames.
Prerequisites: Phoenix, 5th level.
You can cast healing word once using a warlock spell slot. You can't do so again until you finish a long rest.

Flaming Defense.
Prerequisites: Phoenix, 7th level.
You can cast wall of fire once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Boon Specific Invocations

Aura of Perception. Prerequisites: Entrusted Awareness.
Allies who remain within 20 feet of the patron also gain a bonus to their Perception equal to half your Charisma modifier. They lose this benefit when they leave the patrons radius.

Aura of Vision. Prerequisites: Entrusted Awareness, 12th level.
Allies who remain within 30 feet of the patron also gain Darkvision. They lose this benefit when they leave the patron's radius.

Defensive Leap. Prerequisites: Entrusted Shield.
If an ally within 10 feet is going to be attacked, you can leap to their aid taking the hit for them.

Wall of Shields. Prerequisites: Entrusted Shield, 12th level.
You can cast wall of force once using a warlock spell slot. You can't do so again until you finish a long rest.

 

Random Tables

How Did You Acquire Your Patron
Patron Mishaps
   

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