Apocalypse Patron

The forces that caused the apocalypse may be dead, but they are not gone. They seek a connection to the present, and they have found one in you. Your patron has imbued you with the only kind of power they know: that which caused the world to transform into what it is now. Perhaps your patron is a powerful and long dead archwizard who has forged a connection with you to divine the result of their actions and find the cause of the disaster they were helpless to avert. Maybe your patron is a darker force, a powerful entity with an interest in completing their unfinished destruction of the world. Or perhaps your patron is the very magic that plagues this land, concentrated enough to gain sentience and seek out an avatar. Your patron could even be a powerful psychic force that feeds off the painful despair caused by the great upheaval, and they’re getting hungry.

Whatever your patron is, it has ties to what came before and an interest in what happens next. To aid you in your adventures, your patron grants you magic imbued with treacherously apocalyptic energy along with powers to protect yourself from some of its effects and explore and report back on the dark and undisturbed corners of the Weird Wastelands.

Apocalypse Otherworld Patron Features

Warlock LevelFeatures
3rdApocalypse Spells, Powered by the Apocalypse
6thCatastrophic Induction
10thResurrected History
14thSummon Cataclysm

Level 3: Apocalypse Spells

When you first choose this patron, you choose what type of apocalyptic pact they represent: disaster, pollution, ruin, or despair. Your patron allows you to choose from an expanded list of spells associated with their apocalyptic pact when you learn a warlock spell. The following spells are added to the warlock spell list for you, depending on which pact you select. You always have those spells prepared and do not count as spells prepared.

Warlock Spells by Apocalyptic Pact

Warlock LevelDisaster PactPollution PactRuin PactDespair Pact
3rdBane, Create or Destroy Water, Gust of Wind, Spike Growth Inflict Wounds, Purify Food and Drink, Lesser Restoration, Protection From Poison Fog Cloud, Identify, Gentle Repose, Shatter Bane, Heroism, Calm Emotions, Ray of Enfeeblement
5thCall Lightning Plant Growth, Stinking Cloud Animate Dead, Dispel Magic Beacon of Hope, Fear
7thControl Water, Hallucinatory Terrain Blight, Death Ward Confusion, Fabricate Phantasmal Killer, Mordenkainen's Private Sanctum
9thFlame Strike, Insect Plague Commune with Nature, Contagion Anitlife Shell, Creation Dominate Person, Modify Memory

Level 3: Powered by the Apocalypse

Your patron gives you a memento of the apocalypse that contains a tiny remnant of its destructive power. This memento is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You may roll on the Patron Memento table to determine your object or choose it yourself. If your memento is lost or destroyed, you may summon your memento in a ritual that takes 1 hour during a short or long rest. The previous version of your memento is destroyed when a new one is created. When you touch your memento, you can use it in the following ways.

Apocalyptic Protection

If you fail a saving throw versus any environmental effect, you may add an additional 1d4 to your roll, possibly changing your failure into a success.

Seed of Annihilation

Once during each of your turns when you cast a spell that deals damage, you may deal an additional 1d8 necrotic damage to a single target. You may use this ability a number of times equal to your proficiency bonus. You regain these uses whenever you finish a short or long rest.

Patron Memento

d8Memento
1A melted coin
2A tarnished locket
3A scorched glass doll's eye
4A broken toy airship
5A cracked wooden gavel
6A powder compact with a shattered mirror
7A preserved insect in a jar
8A mummified hand

Level 6: Catastrophic Induction

You begin to assume some characteristics of the apocalypse itself. You gain resistance to necrotic damage.

Additionally, you can cause disaster for others. You can use your reaction to force a creature within 60 feet of you to roll one attack, ability check, or saving throw with disadvantage. You can use this ability a number of times equal to your proficiency bonus. You regain the uses of this ability when you finish a long rest.

Level 10: Resurrected History

Your patron can tell you things about remnants of the previous civilization. You learn the spell legend lore. It counts as a warlock spell for you but doesn’t count against the number of spells you know. You can also cast it once per long rest without a using a spell slot. Additionally, you make Intelligence (History) checks with advantage if they pertain to the apocalypse.

Level 14: Summon Cataclysm

Your patron grants you the ability to open a portal to moments of cataclysm through the ages. As an action, you may touch your apocalyptic memento and summon a Tiny portal up to 40 feet in the air above a location within 100 feet of you. Cataclysmic energy and matter fall out, spilling in a 40-foot cone from the portal. Roll on the Summon Cataclysm table to determine the type of material, damage, and other effects of the cataclysmic energy. This portal is open for 1 second and cannot be entered. All creatures within the cone must succeed on a Dexterity saving throw or be knocked prone and take damage as indicated on the table, or half as much on a success and remain standing. This matter exists for 1 minute before melting into ectoplasm. Once you use this feature, roll a d6. You can’t use this ability again until you finish a number of long rests equal to the result.

d6Material TypeDamage
1Burning and melting buildings, roads, and transports8d6 magical bludgeoning damage, 8d6 fire damage, and the area is considered difficult terrain
240 ft. of boiling water charged with scintillating electrical energy8d6 lightning damage, 8d6 radiant damage, and prone creatures are swept away in the water; at the start of your turn, the water and any Huge or smaller creatures in it move 50 feet away from the center of the cataclysm; the water’s height is reduced by 10 ft. per turn
35,000 gallons of magma10d6 fire damage the first time a creature enters or begins its turn in the affected area, and 4d6 fire damage at the beginning of each of its turns while it remains in the affected area
4A cloud of poisonous miasma8d6 poison damage and 8d6 necrotic damage, and any creatures who die in the affected area rise as zombies 1d4 rounds after death
51,000 gallons of roiling alchemical reagents and byproducts14d6 damage of any type you choose
6Nothing visible, although those in the area get sunburned, blistered, nauseous, and weak8d6 radiant damage, and all creatures in the area must succeed on a Constitution saving throw or become incapacitated; at the beginning of each of its turns, an affected creature can attempt another Constitution saving throw, removing the incapacitated condition on a success



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