The God-Who-Remains Profession in Zoetrope | World Anvil

The God-Who-Remains

Warlock Subclass (Source: Unearthed Arcana 29 - Warlock and Wizard)
This is a variant of The Raven Queen subclass, for use in this setting. It is as follows:
Among the various Olyphian Mystics is a path walked by those who do not seek the tantilizing promise of eternal unlife, or secret ways to manipulate the cylce of life and death, or insights into the putrescent mysteries of decay, or the dread power of black necromantic magic, but instead bargain with Olyph for protection and guidance. Once the most typical sort of disciple of the cthonic deity in the earlier decades after the Folly laid Olyph low, in the modern era they are among the rarest. Likely the least objectionable of all the Olyphian Mystics, they are also the least organized. And though there are a few who are individually formidable, as a subsect they are the least relevant.
Seekers of Forbidden Knowledge
This is a path for those who refuse to be bound by any rule or restriction over what they can or cannot learn. Their personal attainment of esoteric and potentially dangerous knowledge outweighs all possible risks or potential harm to others. When you would take a level in this subclass, including the 1st level, you cannot take that level if your alignment is currently lawful.
Expanded Spells
The God-Who-Remains 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
1
False Life, Hunter's Mark
2
Enhance Ability, Healing Spirit
3
Feign Death, Speak with Dead
4
Death Ward, Raise Dead
5
Commune, Destructive Wave
Some of these spells have altered effects when you cast them if you learned the spell due to this feature, as follows:
  • Hunter's Mark: while you maintain this spell, your locus (see below) deals 1d6 additional necrotic damage with its Locus Burn attack instead of you dealing 1d6 additional damage with a melee weapon attack.
  • Enhance Ability: you must be merged with your locus when you cast this spell, and the first creature affected must be you; however you do not need an arcane focus or spell components to cast the spell.
  • Healing Spirit: when you cast this spell, your locus becomes the source of the healing provided by the spell, rather than the spell creating an intangible spirit that looks like a transparent beast or fey.
  • Feign Death: you must be merged with your locus when you cast this spell; however you do not need an arcane focus or spell components to cast the spell and it lasts for up to 1 day per warlock level instead of 1 hour.
  • Death Ward: you must be merged with your locus when you cast this spell; however you do not need an arcane focus or spell components to cast the spell, and instead of having a duration of 8 hours it lasts until you next complete a long rest, you unmerge from your locus, or the spell ends normally (whichever comes first).
  • Commune: you must be merged with your locus when you cast this spell; however you do not need an arcane focus or spell components to cast the spell, and there is only a cumulative 15% chance per casting that you wont get an answer.
Spiritual Servant
Starting at 1st level, the God-Who-Remains gifts a small portion of their power to you in the form of an olyphian locus, which is a tiny spiritual servant that will obey your commands and do its best to serve you. Your locus first manifests when you take your first level in this class. You can call your locus back to you thereafter, at the end of a short or long rest; it reappears within 5 feet of you no matter how far away it was or if it was previously dead.
Your locus is not alive, and thus doesn't require food or water, sleep or rest, and nothing can make it sleep. Your locus can only communicate with you (telepathically), and is only able to give realtively simple answers. It has no personality or emotions, and exists only to do what you tell it to as well as it is able.
You can telepathically give your locus commands as a bonus action or as a reaction when it begins its turn, and it will endeavor to obey the command to the best of its abilities until it is killed, or it fulfills the command, or you give it a new command. If given a command that it is not capable of fulfilling, it will do nothing except take the Dodge action if in combat.
You can also command your locus to merge with you, which it does by entering your space and disappearing into your body; this does not harm the locus or you, but the locus is incapacitated until you command it to unmerge from you. While your locus is merged with you, iit cannot be targeted by any attack or other harmful effect, cannot take damage, and only you can cast spells on it. Additionally, while merged with your locus you gain the following benefits:
  • Blindsight with a range of 60 feet
  • +2 bonus to your passive Wisdom (Perception) score
  • +2 bonus to your Wisdom (Perception) checks
  • You may ignore spell requirements for verbal and / or somatic components
While your locus is not merged with you, you can begin concentrating as a bonus action to perceive the world through its senses rather than your own for as long as you maintain your concentration. Additionally, your locus can awaken you from sleep as a bonus action. In combat, you roll initiative for your locus and it acts independently from you, but if it doesn't currently have a combat relevant command applicable to the current situation it will take the Dodge action.
Your locus vanishes when it dies, if you die, or if the two of you are separated by more than 50 miles. If your locus dies while you are alive and conscious, you know that it has died as well as approximately how far away it was when it did so and in what direction relative to you. If your locus is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours or until you call your locus to you again (whichever comes first).
 
As you grow in favor with the God-Who-Remains, your locus will become more capable and confer additional benefits upon you.
 
Starting at 6th level, while merged with your locus, you gain the following additional benefits:
  • You have advantage on death saving throws
  • You gain immunity to the frightened condition
  • You gain immunity to necrotic damage.
Additionally, your locus becomes able to use the following attack as a bonus action:
  • Enfeeblement: Ranged Spell Attack: +2 + PB to hit, 15 ft. range, one target. Hit: until end of its next turn, target deals half damage with all Strength-based attacks, and is at disadvantage on Strength based saving throws and ability checks. No effect on creatures that are immune to necrotic damage.
 
Starting at 10th level, your locus becomes able to use the following bonus action when it successfully hits a creature with its Locus Burn attack:
  • Necrotic Surge: Locus Burn target must also make a Constitution saving throw against DC 10 + PB. 2d8 + 2 necrotic damage on a failed save, half damage on a successful save.
 
Starting at 14th level, when you are merged with your locus you may cast the spell Etherealness on yourself as an action, bonus action, or reaction, as if using a 7th level spell slot. You recover this ability after a long rest.
 
Pact Boon
At 3rd level, when you gain the Pact Boon feature you may choose one from any of the following Pacts, but no others. Notably, you are not permitted to take the Pact of the Chain.

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