BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Magnus Archives patrons

These are homebrew warlock patrons based off of the entities from The Magnus Archives horror podcast. If you're looking for eldritch horror and terrifying abstract concepts, these are patrons for you.   Note that many of the spells that best suit the flavor of each patron are, conveniently, on the existing warlock spell list. I did my best to give additional spells, but there's a good chance you'll like what's already given to warlocks if you're leaning heavily on patron flavor.   I also sometimes recommend some eldritch invocations that fall in the flavor of the subclass. Be sure to check their prerequisites if they interest you, since some are limited by level or pact.  

The Awful Deep

  This patron embodies the unfathomably large. It is the vast ocean, the endless skies, the fear of losing oneself in that space - except you find a comfort in its mystery. Recommended Invocation: Ascendant Step  

Expanded Spell List

  • 1st: Feather Fall, Fog Cloud
  • 2nd: Levitate, Wristpocket
  • 3rd: Blink, Tidal Wave
  • 4th: Gravity Sinkhole, Watery Sphere
  • 5th: Control Winds, Maelstrom
 

Withstanding Vastness

  One of the first things you understand with this patron is the comfort of the deep sea. At 1st level, you gain a swimming speed of 40 feet and can breathe underwater.  

Skybound Navigation

  You feel at home with endless skies and beyond. At 6th level, you can cast Fly without expending a spell slot and without needing concentration. Also, if the spell ends while you are still aloft, you float to the ground as though under a Feather Fall spell. Once you use this feature, you cannot use it again until you finish a short or long rest.  

Banishment Above the Clouds

  At 10th level, when you hit a creature with an attack, you can use this feature to instantly transport the target, making them float in the sky thousands of feet above Varesian. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. The target takes 5d10 psychic damage from the experience. Once you use this feature, you can't use it again until you finish a long rest.  

Safety in the Depths

  At 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a cloud of mist, you all vanish and then reappear up to one mile away in a body of water you've seen (pond size or larger), each of you appearing in an unoccupied space within 30 feet of the others. Once you use this feature, you can't use it again until you finish a short or long rest.  

The Ceaseless Watcher

  Your patron is a being that seeks knowledge, especially hard-to-get information. It thrives on the fear of those who wish not to be seen or known. Warlocks of this patron have been known to be excellent spies and harness divination and enchantment abilities. Recommended Invocations: Eldritch Sight, Eyes of the Rune Keeper, Gaze of Two Minds, Visions of Distant Realms, Witch Sight  

Expanded Spell List

  • 1st: Detect Magic, Identify
  • 2nd: Detect Thoughts, Locate Object
  • 3rd: Clairvoyance, Protection from Energy
  • 4th: Arcane Eye, Locate Creature
  • 5th: Contact Other Plane, Rary's Telepathic Bond
 

Compel

  At 1st level, you can compel a creature to tell you about something they witnessed. Choose one creature within 30 feet of you. They must make a Charisma saving throw against your spell save DC. On a fail, they are forced to answer your questions truthfully. They can remain silent and can be evasive in their answers as long as those answers remain truthful. The spell lasts for 10 minutes. You know when a creature succeeds or fails.   Once you use this feature, you cannot use it again until you finish a long rest. At 6th and 10th level, you receive one additional use of this feature.  

People Watcher

  With the help of your patron, few things escape your mind. At 6th level, you gain advantage on Perception and Insight checks.  

Empowered Compel

  Your compel abilities become harder to resist. At 10th level, a creature that fails the saving throw against your Compel ability cannot remain silent and can no longer be evasive in its answers, as it becomes aware of the intent of your seeking eye. The more specific your ask is (about a particular event, for instance), the more precise details the target is able to and will recall. The rest of the ability applies the same way.  

Defying the Future

  At 10th level, you can call upon your keen patron to know the outcome of certain events and alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.  

All-Knowing

  You are a true soldier of the all-seeing eye and unabated observer - at 14th level, you have truesight out to 10 feet.  

The Crawling Rot

  This patron is corruption itself, often manifesting as disease, filth, and bugs, and allowing you to harness such intensely destructive forces. It thrives on the disgust of its victims. Warlocks have been known to come to it after somehow witnessing plague. Recommended Invocations: Cloak of Flies, Lifedrinker  

Expanded Spell List

  • 1st: Cause Fear, Ray of Sickness
  • 2nd: Phantasmal Force, Wither and Bloom
  • 3rd: Bestow Curse, Stinking Cloud
  • 4th: Confusion, Giant Insect
  • 5th: Contagion, Insect Plague
 

Putrid Strength

  Your patron offers you greater comfort with rot and sickness. At 1st level, you have resistance to necrotic damage, and you are immune to all disease.  

Rotten Curse

  At 6th level, as a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you become unconscious. Until the curse ends, you gain the following benefits:
  • You gain a +5 bonus to damage rolls against the cursed target.
  • If they are not undead, they are vulnerable to necrotic damage.
  • Any attack roll you make against the cursed target is a critical hit on rolls 19-20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifer (minimum of 1).
  You can't use this feature again until you finish a short or long rest.  

Death Defying

  At 10th level, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with disease. Each creature of your choice within 30 feet of you takes necrotic damage equal to 3d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.  

Plague Master

  At 14th level, you know how to transfer plague itself. As an action, force a creature within 60 feet of you to make a Constitution saving throw against your spell save DC. On a fail, it takes 6d10 necrotic damage and is Plagued (same effects as Poisoned) (on a success, it takes half damage and is not under the condition). When the creature dies, you can use a bonus action to transfer the rot to another creature within 60 feet of you and undergo the same saving throw and effects.   This spells ends when there are no more creatures to infect, when you do not transfer it, or when you die or fall unconscious. Once you use this feature, you can’t do so again until you finish 1d4 long rests.  

The Face Unknown

  Among the more abstract entities here, this patron is the uncanny, the familiar made strange. Associated with the art of deception and circus imagery, this being thrives on the discomfort that comes from knowing something is off but not knowing what. Changeling warlocks are sometimes driven to this patron. Recommended Invocations: Beguiling Influence, Mask of Many Faces, Master of Myriad Forms  

Expanded Spell List

  • 1st: Disguise Self, Unearthly Chorus
  • 2nd: Alter Self, Gift of Gab
  • 3rd: Fast Friends, Feign Death
  • 4th: Confusion, Polymorph
  • 5th: Creation, Seeming
 

Nameless

  You know how to be persuasively unknown. At 1st level, you have advantage on Deception and Performance checks.  

Ringmaster

  Your presence is commanding and it causes a sense of unknowing in those nearby. At 6th level, as an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) for 1d4 of your turns. In addition, they believe they have been plunged into an illusory realm of your own making for 30 feet, casting their eyes upon your fearsome figure in its middle. Once you use this feature, you can't use it again until you finish a short or long rest.  

Maddening Masquerade

  At 10th level, you learn how to steal a powerful disguise from another. You spend 1 hour skinning a humanoid creature that has been dead no longer than 10 days, and your patron's magic allows you to assume the exact appearance of the dead person for 4 hours or until you end the deception as a bonus action.   While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. Any who were once close to the creature will know something is deeply wrong when they see you, but you gain +5 to Intimidation and Performance checks against them.   When the disguise ends, the skin is unusable and you cannot cast the ritual again until you finish 1d4 long rests.  

Heightened Masquerade

  Your patron makes your disguising abilities even more powerful and frightening. At 14th level, you can assume the appearance of your Maddening Masquerade for 8 hours or until you end the deception as a bonus action. Any creatures trying to discern your disguise will automatically fail the check unless you or another indicates you are not the persona you chose (at the DM's discretion), in which case you gain a +10 bonus to your Intimidation and Performance checks against them.   When the disguise ends, you can reuse the skin (still completing a 1 hour ritual to focus on the disguise), and you cannot cast the ritual again until you finish a long rest.  

The Forever Blind

  While many entities and magics are associated with darkness, this patron wishes to drown the world in the fear of what sits in pitch dark spaces. A pact with this being promises that you'll harness the unknown of cold shadows and black water. Recommended Invocations: Devil's Sight, One with Shadows, Shroud of Shadow  

Expanded Spell List

  • 1st: Frost Fingers, Sleep
  • 2nd: Icingdeath's Frost, Pass Without Trace
  • 3rd: Vampiric Touch, Water Breathing
  • 4th: Conjure Shadow Demon, Evard's Black Tentacles
  • 5th: Cone of Cold, Maelstrom
 

Enduring the Dark

  At 1st level, you gain resistance to cold damage.  

Eyeless

  At 6th level, you can blind your opponents easily, although its severity is not guaranteed. Pick a creature within 30 feet to cast this spell on, roll a d12, and refer to the following:
  • 1-3: You blind an opponent until the end of your next turn. Lesser Restoration ends this effect early.
  • 4-7: You blind an opponent for 1 minute. Lesser Restoration ends this effect early, or they can make a Constitution save at the end of each turn against your spell save DC.
  • 8-11: You blind an opponent for 1 hour. Greater Restoration ends this effect early, or they can make a Constitution save at the end of each turn against your spell save DC.
  • 12: You blind an opponent for 24 hours. Greater Restoration ends this effect early.
  You cannot cast this again until you finish a long rest.  

Shadow Walker

  By 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. You cannot use this feature again until you finish a short or long rest.   You also gain advantage on all Stealth checks.  

Depriving Strike

  At 14th level, when you attack a creature with a ranged attack or a spell, you spread magical darkness out from the point of impact (if an attack has multiple targets, choose one point). The darkness operates as though you cast a Darkness spell without the need for concentration. Only Dispel Magic can remove it, not even magical light. You can see through this darkness. You regain this ability on a short or long rest.  

The Inevitable Violence

  Your patron is truly chaotic in its nature and its need to cause bloodshed. It is not merely the fear of pain, it impresses upon its victims the truth that pain is coming. Its violence is not premeditated but primal. To enter a pact with this entity is to become fundamentally altered in unpredictable, insatiable violence - but you come into greater ability to achieve this. This patron is often associated with music, maddening in its melody. Recommended Invocation: Thirsting Blade  

Expanded Spell List

  • 1st: Dissonant Whispers, Wrathful Smite
  • 2nd: Blur, Kinetic Jaunt
  • 3rd: Conjure Barrage, Pulse Wave
  • 4th: Confusion, Staggering Smite
  • 5th: Steel Wind Strike, Wall of Force
 

Skills of War

  At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.   You also gain proficiency with one musical instrument of your choice.  

Rage

  At 1st level, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases by 1 at 6th, 10th, and 14th level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.
  Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   At 1st level, you can rage 2 times and must finish a long rest before you can rage again. The amount of times you can rage goes up by 1 at 6th, 10th, and 14th level.  

Unrelenting Fury

  At 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

Invoke the Violence

  You embody your patron's desire for blood and deliver it effectively, but you can call directly upon your patron's power to boost even your allies. At 10th level, as an action, you can play a discordant tune on an instrument you are proficient with and choose up to 6 creatures within 30 feet of you (including yourself). For 1 minute, they gain a +3 bonus on attack and damage rolls. This effect ends if you fall unconscious.  

Reactive Blood

  Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.  

The Lightless Flame

  Sometimes referred to as The Devastation, this patron thrives on the sheer power of fire without the warmth of flame. Similar in nature to radiant magic, warlocks will be able to wield this fire for ultimate destruction, leaving blackened earth and searing agony in their wake.  

Expanded Spell List

  • 1st: Burning Hands, Wrathful Smite
  • 2nd: Aganazzar's Scorcher, Flame Blade
  • 3rd: Fireball, Flame Stride
  • 4th: Staggering Smite, Wall of Fire
  • 5th: Flame Strike, Immolation
 

Enhanced Destruction

  At 1st level, your patron allows you to serve as a conduit for purifying flame. You have resistance to fire damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one damage roll of that spell against one of its targets.  

Seething Fire

  At 6th level, you can cast Fireball at will without expending a spell slot. You regain this feature after you finish a long rest.  

A Reckoning of Pain

  At 10th level, your patron calls on you to further cause pain and temporarily imbue you or your weapon. Make a melee weapon or unarmed attack against a creature. On a hit, they take the normal weapon damage and must make a Constitution saving throw against your spell save DC. On a fail, their very flesh is consumed with the crippling sensation of burning that gives them disadvantage on attacks for 1 minute, and they also automatically fail all Wisdom and Charisma saving throws. You must maintain concentration. You regain this ability when you finish a short or long rest.  

Out of Spite

  At 14th level, the destructive energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of fire. You regain hit points equal to half your hit point maximum and may stand up. Each creature of your choice within 30 feet of you takes fire damage equal to 2d8 + your Charisma modifier and is blinded until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.  

The Misshapen Flesh

  This entity is unique in its use of organic matter - to transmute the bodies of others and find a certain flexibility in one's own. It is sometimes associated with twisted, bony nature imagery. Recommended Invocations: Lance of Lethargy, Mire the Mind, Sculptor of Flesh  

Expanded Spell List

  • 1st: Jump, Longstrider
  • 2nd: Enlarge/Reduce, Warding Bond
  • 3rd: Haste, Plant Growth
  • 4th: Grasping Vine, Stoneskin
  • 5th: Bigby's Hand, Temporal Shunt
 

Fleshy Flexibility

  At 1st level, you can cast Enlarge/Reduce on yourself without expending a spell slot. You regain this ability once you finish a short or long rest.   In addition, moving through another creature's space does not cost you movement as you subtly shift to get through tight spaces.  

Sculpting for Battle

  The meaty strength of your patron extends to you. At 6th level, you can use an action to give yourself one of the following benefits for 1 hour:
  • You gain a +2 bonus to attack rolls.
  • You gain +2 to strength (maximum of 22).
  • You gain +2 to dexterity (maximum of 22).
  • You are able to regenerate 1d4 hit points every time you damage a creature with a melee attack.
  • You make your flesh and bones more malleable and give yourself advantage on Acrobatics and Athletics checks.
  At 10th and 14th level, the duration goes up by 1 hour. You regain this ability once you complete a long rest.  

Withstanding Damage

  Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.  

Just a Flesh Wound

  When you reach 14th level, you gain secrets of regeneration only your patron knows to such length. On your turn, you can use a bonus action to regain hit points equal to 2d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches as if it were never severed. Once you use this feature, you can't use it again until you finish a short or long rest.  

The Mother of Puppets

  Also called The Weaver, this patron is uniquely complex in its nature. Its spider-based imagery is merely a face for its deeper motives to trap, trick, and manipulate. It is strongly associated with enchantment magic. Recommended Invocations: Beguiling Influence, Bewitching Whispers, Witch Sight  

Expanded Spell List

  • 1st: Command, Sleep
  • 2nd: Detect Thoughts, Web
  • 3rd: Fast Friends, Tiny Servant
  • 4th: Confusion, Phantasmal Killer
  • 5th: Geas, Dominate Person
 

Spider's Silver Tongue

  You were chosen by your patron because you know how to captivate and charm your way through anything. You have advantage on all Deception and Persuasion checks.   You also have advantage on saving throws against being charmed, as your patron shields you from the nasty wiles of others.  

Enchanting Eight Eyes

  At 6th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are now immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute or until the creature takes any damage. You regain this ability once you complete a short or long rest.  

Ultimate Charmer

  At 10th level, you learn a powerful charm to rival even great monsters. You may target one humanoid you can see within 30 feet, and it must make a Charisma saving throw against your spell save DC or be charmed by you. The charmed target regards you as a trusted friend and will treat you as such, carrying out commands as reasonably as possible. You can charm up to 5 people in this way at a time, and each charm lasts for 24 hours unless broken. Once the charm is broken, the creature knows it was charmed.   The following conditions apply in the charm's duration:
  • If you carry out a command that would cause harm to the creature, the charm ends.
  • If you directly cause damage to the creature, the charm ends.
  • If you or the charmed creature moves to another plane of existence, the charm ends.
  • If you die, the charm ends.
  • Remove Curse, Greater Restoration, or Wish spells remove the charm.
 

Master Manipulator

  At 14th level, you are granted the ability to modify a creature's memory at will to better serve your whims. Choose one creature that you can see within 30 feet and cause them to make a Charisma saving throw against your spell save DC. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for 1 minute (you must maintain concentration). The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends.   While the charm lasts, you can affect the target's memory of an event that it experienced within the last 48 hours and that lasted no more than 20 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of details, or create a new memory in its place.   You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.   A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.   Only Remove Curse cast at 6th level or higher restores a creature's memory that was changed in this way. You regain this ability once you complete a short or long rest.  

The One That Waits

  In simpler mortal terms, this patron would be Death itself, thriving on the truth that all things end and patient in its inevitability. The warlocks of this patron are less heavy-handed than others, simply championing death in all its forms and manipulating their own mortality. Recommended Invocations: Lifedrinker, One with Shadows, Whispers of the Grave  

Expanded Spell List

  • 1st: Hunter's Mark, Inflict Wounds
  • 2nd: Blindness/Deafness, Silence
  • 3rd: Bestow Curse, Speak with Dead
  • 4th: Greater Invisibility, Phantasmal Killer
  • 5th: Cloudkill, Cone of Cold
 

What's Yours is Mine

  Whenever you send a creature to its end, your patron rewards you by prolonging your life. At 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).  

At Death's Door

  At 6th level, you can send creatures to the grave faster. When you or an ally hits a creature within 30 feet of you, you can use your reaction to turn that hit into a critical. You regain this ability on a short or long rest.  

Inescapable

  Nothing escapes you - especially in the insulting defiance of the undead. At 6th level, whenever you deal any necrotic damage, you ignore resistance to necrotic damage.  

The Dread of Oblivion

  Your patron does not enjoy when creatures elude their natural end. At 10th level, as an action, choose one creature within 60 feet of you and force them to make a Wisdom saving throw against your spell save DC. On a fail, anytime it receives healing or heals another creature, its hit point maximum reduces by that number until it completes a long rest or Remove Curse is cast on them.   The curse ends if the creature dies or you are reduced to 0 hit points. You regain this ability on a short or long rest.  

Undying

  Your patron prolongs you even more in the pursuit of hastening others' demise. At 14th level, you have advantage on death saving throws.  

The Soul Forsaken

  Your patron embodies loneliness, thriving on fears of abandonment and silence. Unlike other patrons from this list, it leans on creative uses of magic to invoke this feeling rather than having a particular kind of magic to directly enact the goal. For adventurers, this patron comes with the reminder that you cannot feel isolated without people to be isolated from. Recommended Invocations: Repelling Blast, Shroud of Shadow  

Expanded Spell List

  • 1st: Fog Cloud, Sanctuary
  • 2nd: Pass Without Trace, Silence
  • 3rd: Blink, Nondetection
  • 4th: Freedom of Movement, Greater Invisibility
  • 5th: Passwall, Wall of Force
 

Vanishing Act

  Your patron grants you an unmatched ability to hide. At 1st level, you can cast Invisibility at will. You can use this feature as many times as your Charisma modifier and regain all uses once you complete a long rest.   Additionally, you have advantage on Stealth checks and may hide as a bonus action.  

Avoidant Step

  At 6th level, you can vanish in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.  

Master of the Unseen

  At 10th level, you can expand invisibility to your allies (or enemies, if you wish). You can cast Invisibility on up to 6 creatures within 30 feet of you as an action. If a creature is unwilling, they must succeed on a Charisma saving throw against your spell save DC. Creatures may use their bonus action to end the effect on themselves. You regain this ability on a short or long rest.  

Cruel Banishment

  At 14th level, when you hit a creature with an attack, you can use this feature to force them to make a Charisma saving throw against your spell save DC. On a fail, they are transported to a demiplane dominated by The Soul Forsaken for 1 hour (maintaining concentration). The creature disappears and ends up prone in an exact replica of the plane they left - except it is devoid of all people or any items that would indicate the existence of others (such as artwork). Time also operates differently on this plane - for every minute on your plane, 30 minutes pass on this demiplane.   If you break concentration or once the hour is up, the target returns to the space it previously occupied, or the nearest unoccupied space, and takes 10d10 psychic damage as it reels from its horrific, isolating experience. Once you use this feature, you can't use it again until you finish a long rest.  

The Swallowing Earth

  This patron allows you to call forth the fear of crushing, choking, trapping, sinking, etc. It is most often associated with burying earth.  

Expanded Spell List

  • 1st: Earth Tremor, Ensnaring Strike
  • 2nd: Maximillian's Earthen Grasp, Spike Growth
  • 3rd: Erupting Earth, Meld into Stone
  • 4th: Stone Shape, Stoneskin
  • 5th: Transmute Rock, Wall of Stone
 

Buried Soul

  The fears your patron embodies no longer affect you. At 1st level, you gain resistance to bludgeoning damage, and you do not need air to breathe.  

Earthen Sculptor

  At 1st level, you gain the Mold Earth cantrip.  

Anchored

  At 6th level, you are as immovable as earth itself. You are immune to all effects that would push, pull, or teleport you unwillingly.  

No Obstacles

  At 10th level, at the start of your turn, you can manipulate your matter so as to be unimpeded by physical barriers. You can move through the space of other creatures as well as through walls and floors up to 5 feet thick (made of wood, stone, or earth). You take 1d10 force damage if you end your turn inside an object.   This feature lasts for 1 minute or until you fall unconscious. If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take 1d10 force damage. You must finish a short or long rest before you can use this feature again.  

Crushing Embrace

  At 14th level, your patron allows you to call forth the earth to entomb an enemy in the manner of itself. Choose an area of rock, dirt, mud, or sand in a 20-foot cube. Any creature inside of the space must make a Dexterity saving throw against your spell save DC. On a success, a creature dodges out of the way to the nearest space outside the area of effect. On a fail, a creature is Entombed in their space.   An Entombed creature takes 4d12 bludgeoning damage per turn, cannot attack or be attacked, is considered blinded and restrained, and cannot breathe. It must succeed on an Athletics check of 15 to remove itself, rolled at disadvantage (another creature can use a help action to make this a flat roll). A creature that fails this check receives an additional 1d8 bludgeoning damage as the earth constricts to keep it in place, and its escape DC goes up by 1.   You must maintain concentration on this spell for 1 minute. The spell ends early if all creatures within it die or escape. You regain this feature once you complete a long rest.  

The Twisting Deceit

  This patron is one of illusions and enchantment, a being of a chaotic fey-like power. It is among the most abstract of these forces, its warlocks less bound by rules, as that would go against its very spiraling nature. Its driving force is deception, its ultimate goal mass madness. Recommended Invocations: Beguiling Influence, Dreadful Word, Master of Myriad Forms  

Expanded Spell List

  • 1st: Color Spray, Tasha's Hideous Laughter
  • 2nd: Blur, Nathair's Mischief
  • 3rd: Blink, Fast Friends
  • 4th: Confusion, Phantasmal Killer
  • 5th: Creation, Seeming
 

Spiraling Mind

  Your mind is something only you and your patron understand. At 1st level, you have resistance to psychic damage, and your thoughts cannot be read by telepathy or other means unless you allow it.  

Reality Bend

  At 6th level, you can cast Minor Illusion and Major Image once each without expending a spell slot. Once you use this feature, you must finish a short or long rest before you can use it again.  

Confounding Realm

  At 10th level, you can give a creature an illusory glimpse into your patron's twisted domain. As an action, choose a creature that you can see within 60 feet of you. It must make a Charisma saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a realm characterized by endless twisting halls and doors that lead nowhere. The creature can see and hear only itself, you (if you wish), and the illusion. You must finish a short or long rest before you can use this feature again.  

The Distortion

  Some forms are difficult for ordinary people to even fathom - and if they can be fathomed, they may drive its observer mad. Your patron gives you the ability to briefly take on the appearance of a terrifying creature after its own heart. As an action, you alter your physical form, elongating your body and limbs, distorting your face horrifically, and sprouting claws. This new form operates with the following effects:
  • You gain 55 temporary hit points.
  • You cannot use weapons or cast spells, but your claws become weapons you are proficient with. You can attack twice with them, causing (1d10 + your Charisma modifier) slashing damage on a hit.
  • You cannot speak, and any attempts to do so come out as uncomfortably distorted gibberish and laughter.
  • As a reaction to taking damage, if the damage did not take you out of your form, you can cast Misty Step, but instead of disappearing in a cloud of mist, you disappear and reappear from an illusory door.
  Any other effects are at the DM's discretion. Once your temporary hit points run out, you are reverted to your original form. You regain this ability once you complete a long rest.

Comments

Please Login in order to comment!