Alan Venics Redbook - Tome of The Warlock

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INTRODUCTION

he RPG is a game that promotes imagination certain moments, some features presented here, will
and logical reasoning, developing creativity, refer a given chapter of this books, or just the book
interpersonal relationship, and mutual itself. When you are consult this supplemental
cooperation. As pioneer of this game style, rulebook, you should have access to the determined
D&D brings an atmosphere of mysticism and book to delve into the topic discussed by the given
fantasy to DM and players, allowing then to feature.
create and live epic stories and adventures worthy to be At this specific supplemental rulebook will be
tell on books or even in movies. approached the warlock class. Here we have a brief
Several memorable and epic sagas known can be discuss of his abilities and powers, focusing on class
revived and even take a different course in the hands of gameplay. Additionally, are presented here new class
an experienced DM and dedicated players. However, the options to players that consider the class options
game is not about only will and storytelling. There are presented in the Player’s Handbook doesn’t fit on the
factors that must not be decided only by the desire of concept they pictured to their characters.
the DM or the players. You would like to play as a warlock that undertake a
The game rules are fundamental to keep a level of pact with the death itself and gain control over
coherency and logic on game tables. A player may want creatures of night. Or you could play as a warlock that
his character knock a huge iron door to the ground with seal a pact with a legendary powerful creature from the
a kick, but the success or the failure of this action is Netherese age – the Phaerimm. Or you could be a
impacted by the physical strength of the character and warlock that gain its powers through a pact made with
a die roll. a genie of the elemental planes. Or even a warlock that
The D&D 5th edition core books present the basic discover the existence of an hidden entity known as the
rules to act in an universe create by a DM or in the Void, and seal a pact with it.
official campaign setting, like Forgotten Realms. At this supplemental rulebook are presented ten new
Whereas the core rulebooks are limited in the otherworldly patrons. Certainly, one of than will fit the
diversification of races, classes, items, spells, feats, concept you imagine for your warlock. Explore all the
monsters and so on, I decide to create a pack of possibilities and have fun.
supplemental rulebooks to expand the options Long live to the RPG!
presented on the basic books.
To have better use of the supplemental rulebooks of AlanVenic Gonçalves
the AlanVenic’s Redbook line, you need the three D&D March 2016
5th edition core rulebooks: The Player’s Handbook,
Monster Manual, and Dungeon Master’s Guide. In

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters
Guild.
THE WARLOCK
At the center of a huge pentagram drawn on the floor PACT BOON
with blood, a pale and gaunt human rise a skull and
drink blood from it. Uttering mystical words and Thanks to your services, your patron entity gives you a
beseeching for the powers of the occult, this human boon that directs the way you acts. This boon can gives
summon the presence of a powerful evil entity. When he you a loyal companion, the ability to summon a
finish its plea, a gate opens in front of him, and an powerful weapon of pure energy, or a book of spells that
imposing redskin humanoid with long horns on the improves your occult lore.
forehead appears and start to set the terms of the pact.
When the humanoid finish its explanation, he gives the ABILITY SCORE IMPROVEMENT
infernal contract to the young man greedy for power
Although you are a distinct spellcaster, your unmatched
that sign it and give back to the devil. The powerful
ability to recover your mystical energy with a short rest
archdevil gives unspeakable powers to the young man
makes your spellcasting ability very important.
and demands his loyalty and his soul when the boy dies
Wherefore, increase your Charisma score seems the
in exchange…
best choice for you. However, if you choose the pact of
Therefore, a warlock comes up. Sealing a pact with an
the blade, increase your Strength or Dexterity score can
occult and powerful entity that usually cannot directly
be a wise option to improve your chance to hit your foes.
influence the Material Plane. For power, the warlock
Nevertheless, you can find some feats that can expand
swear serve the entity and its purposes, so the warlock
even more your versatility, or improves the focus in
get its otherworldly patron.
some aspect you wish to exalt on your character (see
chapter 6 on Player’s Handbook).
CLASS FEATURES
As a warlock, you gain your powers from a powerful MYSTIC ARCANUM
occult entity who you call patron. You gain a singular When you reach a high experience serving your patron,
spellcasting style and powers related to the pact you you are blessed with the ability to cast spells more
made with your patron and other kinds of pact you did powerful. You unlock high circles of magic that you can
for more and more power. cast daily.

OTHERWORLDLY PATRON ELDRITCH MASTER


Your powers doesn’t came from study or an inherent At apex of your warlock powers, your otherworldly
power inside you. The origin of your powers are darkest patron favors you. Your patron is always watching over
and came from a pact you seal with a powerful entity. you, and answer your pleas whenever it can. In
Since the multiverse has countless powerful entities, moments of need, you can pray to your patron to gives
you have an indefinite number of possible patrons. In your expended mystical energy back to you, so you can
the Player’s Handbook are presented three patrons. go on at your journey in its name.
Here are presented ten new slopes of this class feature,
bringing a huge variety for the kind of warlock you
want to be. The new otherworldly patrons are presented
OTHERWORLDLY PATRON
in the final of this brief description of the warlock class At this supplemental rulebook are presented ten new
features. otherworldly patrons you can choose instead of the
otherworldly patrons presented in the Player’s
PACT MAGIC Handbook. The Avenger Archangel, the Death, the
Fallen Titan, the Great Wyrm, the Heroic Spirit, the
Your spells are granted by your patron. Unlike Moon, the Prime, the Revered Phaerimm, the
traditional arcane and divine spellcasters, you can Supragenie, and the Void.
recover your magical powers when you finish a short
rest, when you pray to your patron for its gifts. You
have powerful exclusive spells that can be modified by
invocations you gain at the beginning of your career.

ELDRITCH INVOCATIONS
When you deepen into occultism, you uncover magical
invocations that grants singular powers to you. These
invocations can simulate spells or fuse your pact powers
with permanent magical effects.
THE AVENGER ARCHANGEL BRAND OF VENGEANCE
When you reach the 14th level, your patron allow you to
Your patron is a celestial being of the highest echelon in put a brand of vengeance upon your enemies,
the upper planes. Above an archangel are only the good empowering the power of light against them. As an
gods and these celestials serve straightly such gods. action, you choose a creature you can see within 60 feet
However, when an archangel become obsessed in fulfill of you. The target must be successful in a Charisma
its divine mission to smite evil, he can become oblivious saving throw or be branded for 1 minute. While branded
to the causes of compassion, mercy, and justice, focusing this way, the target lose resistance or immunity to
only in punish underworld beings. When it happens, the radiant damage, if it has, and gain vulnerability to
god who the archangel serve call him back to the radiant damage. Additionally, the target cannot
celestial realms, preventing him to go on with his blood activate any teleportation spell or effect while branded.
thirst dressed up as justice. This archangel cannot come The target can make a new saving throw at the end of
down to the lower planes anymore, but he has enough each of its turns, ending the brand effect with a success.
power to patronize a being he consider strong enough to If the target is a fiend or undead, it suffer disadvantage
continue his duty – smite the evil of the world. on its saving throws.
Among the most notorious avenger archangels are Once you use this feature, you must finish a short or
Kahrash, the Stalker; Gwynharwyf, the Whirling Fury; long rest before you can use it again.
Sathia, the Sky Duchess; Raziel, the Crusader; and
other powerful celestials.

EXPANDED SPELL LIST


The Avenger Archangel 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.

AVENGER ARCHANGEL EXPANDED SPELLS


Spell Level Spells
1st detect evil and good, guiding bolt
2nd branding smite, zone of truth
3rd blinding smite, remove curse
4th death ward, staggering smite
5th destructive smite, dispel evil and good

SERVANT OF THE ANGELS


At 1st level, your patron grant you celestial traits,
bonding your personality to its own. You know speak,
read, and write Celestial. You also gain resistance to
radiant damage and proficiency in the Intuition skill.
Additionally, you add the sacred flame cantrip to your
warlock cantrip known list. This cantrip doesn’t count
on the number of warlock cantrips you can know.

ANGELIC POWER
Starting at 6th level, your patron imbue luminous
energy upon your attacks. The first weapon or spell
attack you hit on your turn cause 1d8 extra radiant
damage to the target. If the target is a fiend or undead,
the extra radiant damage increases to 2d8.
At 12th level, the extra radiant damage increase to 2d8.
If the target is a fiend or undead, the extra radiant
damage increases to 4d8.

CELESTIAL VIRTUES
At 10th level, you gain features that exposes even more
your bond with your patron. You gain advantage on
saving throws against be charmed, frightened, or
exhaustion. Additionally, you gain advantage on
Wisdom (Intuition) checks to cognize when a creature is
lying.
THE DEATH DANCE OF DEATH
At 14th level, you reach a deeper bond with your patron
You went through a near death traumatic experience, that turns you in an undead and you don’t age anymore.
spending a short moment on the other side of life. While Your type change to undead and you become immune to
there, you literally flirted with death itself and bargain necrotic and poison damage. You also become immune
with it to continue to live. To acquire Death’s affection, against be charmed, poisoned or exhaustion levels.
it let proceed in your journey on the Material Plane and Undead seem you as a born leader and are friendly to
becomes your patron, giving you many powers that you and to your allies while neither you nor your allies
strengthen more and more your bond with Death. attack or make anything harmful against them.
Like an opposing force to life, Death wish you to At your turn, you can issue a verbal command (as a
spread its cold touch wherever you go, sending as many bonus action) to an undead you can see that can hear
lives as you can to its sweet and quiet embrace. you and share a language with you. Make a Charisma
(Persuasion) check (DC 10 + creature’s challenge rating,
EXPANDED SPELL LIST minimum of 1). If you are successful, the creature will
The Death lets you choose from an expanded list of take the action you order as if were under effect of a
spells when you learn a warlock spell. The following command spell.
spells are added to the warlock spell list for you.

DEATH EXPANDED SPELLS


Spell Level Spells
1st false life, ray of sickness
2nd gentle repose, ray of enfeeblement
3rd animate dead, speak with dead
4th blight, phantasmal killer
5th antlife shell, cloudkill

UNDEATH SPAWN
At 1st level, you create strong ties with your patron,
and you become more like an undead. You gain
resistance to necrotic and poison damage.
Undead creatures seem you like an ally and will not
be hostile toward you while you don’t attack or do
anything harmful against them. They still hostile to
your companions as normal.

DEATH TOUCH
Starting at 6th level, you can drain the life energy of
creatures near death, turning them in walking corpses.
As an action, you can touch a living humanoid with 0
hit points that are unconscious to instantaneously kill
it. Your touch also makes the creature rise as a zombie
at the start of your next turn. This zombie is under your
control and you can issue verbal orders to it as a bonus
action, if it can understand your language. Otherwise,
the zombie will defend you as best as it can, attacking
enemies that are within 20 feet of you. You can keep up
to two zombies at same time created through this
feature.
Once you use this feature, you must finish a short or
long rest before you can use it again. At 12th level, you
can use this feature twice before a rest.

RIGOR MORTIS
Starting at 10th level, you enter in a stage so close to
death that your body starts to seems like a walking
corpse. You gain resistance to bludgeoning, piercing,
and slashing damage from nonmagical attacks that
aren’t silvered. Additionally, you automatically stabilize
when you drop to 0 hit points and you doesn’t require
air, food, drink, or sleep anymore.
THE FALLEN TITAN EMPYREAN BLESSING
At 10th level, you are blessed by your patron and gain a
Your patron is a wandereth empyrean that deeply spark of the inextinguishable vital energy of the
anger its progenitor. It is a bastard son of the gods. empyreans. You don’t age anymore and gain advantage
Although usually lives forever, when an empyrean lose on saving throws against spells and other magical
the favors of its divine parents, it go back to its effects.
homeland, if it killed and spend eternity there trying to
find a way to return to the Material Plane. However, PSEUDOTITAN
without the concern of its parents, is a task near Starting at 14th level, you can alter your physical
impossible. With no hope to return in bone and flesh, structure enlarging your size and taking an aspect
the only thing the titan can do is send its spirit in form similar to your patron. As a bonus action, you undergo a
of a patron of a being it considerer deserver of its transformation in a titan of smaller size, gaining the
tutelage. following benefits for 1 minute:
Some fallen empyrean are Atlas, Prometheus,
Epimetheus, and Menoetius, all murdered and  Your size change to Large, if is not yet.
imprisoned by entities of the Upper Planes. However,  Your Strength score change to 21, if is not 21 or
their spirit still powerful enough to travel through the higher.
entire multiverse.  You cause 1d8 extra damage on your weapon damage
rolls.
EXPANDED SPELL LIST  If you hit a creature with a melee weapon attack, the
The Fallen Titan lets you choose from an expanded list target must be successful in a DC 15 Constitution
of spells when you learn a warlock spell. The following saving throw or be stunned until the end of your next
spells are added to the warlock spell list for you. turn.
 You gain fly speed and swim speed equal to your
FALLEN TITAN EXPANDED SPELLS walking speed.
Spell Level Spells  You can use your Manipulate Energy at will while
1st heroism, protection from evil and good remain in this form.
2nd enlarge/reduce, longstride
Once you use this feature, you must finish a long rest
3rd water walk, water breathing
before you can use it again.
4th dimension door, polymorph
5th commune, dispel evil and good

MANIPULATE ENERGY
At 1st level, your patron allow you to channel elemental
energy upon your magical attacks. When you cast a
cantrip or a spell that require a spell attack roll and
that cause elemental damage (acid, cold, fire, force,
lightning, radiant, or thunder), you can convert the
damage type of this spell to another type among the
described as a bonus action. Additionally, your attack
cause 1d8 extra damage of the same type, if you hit. If
the spell allow multiple attacks, only the first will cause
the extra damage.
You can use this feature twice. After that, you must
finish a short or long rest before you can use it again.

TITANIC STIMULUS
Starting at 6th level, your patron imbue you with
motivational energy that can be shared with your
companions. As an action, you can speak motivational
words and any friendly creature within 60 feet of you
that can hear you cannot be frightened or charmed until
the end of your next turn. Additionally, any affected
creature gain advantage on ability checks and saving
throws for the duration.
Once you use this feature, you must finish a short or
long rest before you can use it again.
THE HEROIC SPIRIT SPIRITUAL AVATAR
Starting at 14th level, you can plea to your patron to
Your patron is a great hero of the old times. He is descend to the earth in form of spirit and possess your
resting in peace on Ysgard, the Plane of the Heroes. body, giving you great powers. As an action, you gain
Likely, your patron performed memorable deeds in life, the following benefits for 1 hour:
like expunge a great threat to the Material Plane or
 You has resistance to bludgeoning, piercing, and
even to the Multiverse itself. Its epic deeds echoes into
slashing damage from nonmagical attacks.
eternity and are sung by bards and are written in many
 You gain advantage on weapon attack rolls.
books stored at the greatest libraries of the world. This
being once mortal, can teach and donate a spark of its  As a bonus action, you can make an extra attack with
power and a flicker of its immortal life to who he a weapon you are wielding.
consider deservers to trail the path of the great hero.  You gain a bonus on any saving throw you make
Spirits like these are Aribeth of Tylmarande; Anomen equal to your Charisma modifier (minimum of +1).
Delryn; Korgan Bloodaxe; Nasher Alagondar; among Once you use this feature, you must finish a short or
other powerful mortals that rest on the Upper Planes long rest before you can use it again.
now.

EXPANDED SPELL LIST


The Heroic Spirit 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.

HEROIC SPIRIT EXPANDED SPELLS


Spell Level Spells
1st heroism, longstride
2nd enhance ability, spiritual weapon
3rd spirit guardians, beacon of hope
4th guardian of faith, freedom of movement
5th planar binding, Bigby’s hand

RESOLUTE RETALIATION
At 1st level, your patron watch over you and can grant
you a great advantage in moments of difficult. When
you suffer an attack that are a critical hit or that drops
you to 0 hit points, you can use your reaction to reduce
the damage of this attack to half or you can drop to 1 hit
points instead. Additionally, you gain advantage on
attack rolls and cause 1d8 extra damage on any attack
you hit on the creature that make this attack against
you until the end of your next turn.
Once you use this feature, you must finish a short or
long rest before you can use it again.

HERO’S VITALITY
Starting at 6th level, the heroic surge given by your
patron allow you to resist more punishment than
normal. When you suffer a weapon attack, you reduce 3
bludgeoning, piercing, and slashing damage from
nonmagical attacks. At 10th level, you reduce 5 damage
instead of 3.

HEROIC PALLADIUM
At 10th level, you can counter an enemy’s action with
arcane power when an ally is in danger. When a
creature within 30 feet of you attack an ally of yours,
you can cast a harmful spell or cantrip against this
creature as your reaction.
You can use this feature twice. After that, you must
finish a short or long rest before you can use it again.
THE GREAT WYRM chosen space and remain for 1 hour or until you lose
your concentration (as if you were casting a
A powerful great wyrm spare your life when you was concentration spell). The dragon disappear when it
young. Maybe it has seem something special on you that drops to 0 hit points or when the duration end.
you don’t know what is it. However, the dragon let you The dragon is friendly to you and to your companions
live and seal a pact with you. It becomes your patron for the duration. Roll initiative for the dragon, which
and gives you many powers related to the powerful has its own turns. It obeys any verbal commands that
winged reptilian. As you become stronger, your bond you issue to it (no action required by you). If you don’t
with your patron strengthen and it influence more and issue any commands to the dragon, it defends itself
more your actions and thoughts. You assume the form hostile creatures but otherwise takes no actions.
peculiar attitudes of your patron, becoming covetous, If your concentration is broken, the dragon doesn't
selfish, nihilistic, and boastful. For you, the other disappear. Instead, you lose control of the dragon, it
mortal born to serve and must obey your desires becomes hostile toward you and your companions, and
without contesting. it might attack. An uncontrolled dragon can't be
dismissed by you, and it disappears 1 hour after you
EXPANDED SPELL LIST summoned it.
The Great Wyrm lets you choose from an expanded list The DM has the dragon’s statistics.
of spells when you learn a warlock spell. The following
spells are added to the warlock spell list for you.

GREAT WYRM EXPANDED SPELLS


Spell Level Spells
1st chromatic orb, color spray
2nd enlarge/reduce, darksivion
3rd hypnotic pattern, protection from energy
4th fire shield, locate creature
5th dominate person, legend lore

DRACONIC AWAKENING
At 1st level, you can unleash a breath of elemental
energy. As an action, you can expend a spell slot to
unleash a 30-feet cone that cause acid, cold, fire, or
lightning damage at your choice. Any creature within
the area must make a Dexterity saving throw. A target
takes 3d6 damage of the chosen type on a failed save, or
half as much damage on a successful one. This damage
increase by 2d6 for each level of the spell slot expended
above 1st.
Additionally, you can speak, read, and write Draconic.

IMPOSING PRESENCE
Starting at 6th level, your patron giver you with a
powerful presence of imposing. You gain advantage on
Charisma checks and Charisma saving throws.
Additionally, you can’t be frightened.

KEEN SENSES
At 10th level, your patron improves your primary
senses in a supernatural way. You gain advantage on
Wisdom (Perception) checks and gain blindsight out to a
range of 30 feet.
Starting at 18th level, the range of your blindsight
increase to 60 feet.

SUMMON DRAGON
When you reach the 14th level, you pray for the help of
your patron that send a draconic ally to aid you. As an
action, you choose an unoccupied space that you can see
within 60 feet of you. A dragon with a challenge rating
equal or lower half your warlock level appears in the
THE MOON You remain on lycanthrope’s form for 10 minutes,
until you use a bonus action to back to your normal
The Moon is a mysterious and enigmatic entity that form, you fall unconscious, you drop to 0 hit points, or
many considerer as a distant star. However, the Moon you die.
is actually a sentient being that has power to turn
creatures through a gift or curse known as lycanthrope.
MOON LIGHT
The prime lycanthropes born eons ago and possess
At 10th level, you can create an area of dim light with a
unbelievable powers given by the Moon itself. You made
pale illumination that comes straightly from your
a pact with the Moon that becomes your patron
patron. As an action, you create an area of dim light
granting you supernatural powers. As you become
within a 20-foot sphere centered on you for 1 minute.
stronger, you gain more and more graces from the
You gain the benefits of your features as if you were
Moon, and can even become a prime lycanthrope.
outdoor during the night while you remain in this area.
If any area of darkness created by a 5th level or
EXPANDED SPELL LIST higher spell overlaps the area created by this feature,
The Moon lets you choose from an expanded list of the effects of this feature are dispelled.
spells when you learn a warlock spell. The following Once you use this feature, you must finish a short or
spells are added to the warlock spell list for you. long rest before you can use it again.
MOON EXPANDED SPELLS
PRIME LYCANTHROPE
Spell Level Spells
1st animal friendship, speak with animals Starting at 14th level, you become a prime lycanthrope.
2nd beast sense, moonbeam Choose one kind of lycanthrope from the Monster
3rd conjure animals, spirit guardians Manual. You gain the lycanthrope’s speeds in
4th dominate beast, polymorph nonhumanoid form, damage immunities, traits, and
5th commune with nature, reincarnate actions that doesn’t involve equipment. You are
proficient with the lycanthrope’s natural attacks, such
MOON BOON as its bite or claws, which deal damage as shown in the
lycanthrope’s statistics. You cant speak while in animal
At 1st level, your patron grant you very keen senses.
form.
You gain proficiency in the Perception skill. You can see
If you hit a humanoid with an attack that carries the
in dim light within 60 feet of you as if were bright light,
curse of lycanthropy, it must be successful on a
and in darkness as if were dim light. You can’t discern
Constitution saving throw (DC 8 + your proficiency
color in darkness, only shades of gray.
bonus + your Constitution modifier) or be cursed. You
When outdoor during the night, you gain advantage
take no risk of your alignment change to the chosen
on Wisdom (Perception) checks and the range of your
lycanthrope alignment.
darkvision increase to 120 feet.
When outdoor during the night, you has immunity to
bludgeoning, piercing, and slashing damage from
LYCANTHROPE FORM nonmagical attacks that aren’t silvered, and has
Starting at 6th level, you can assume a form of a true
resistance to bludgeoning, piercing, and slashing
lycanthrope. As an action, you can expend a warlock damage from magical attacks that aren’t silvered.
spell slot to assume a hybrid form of a lycanthrope with Additionally, you recover 1 hit point at the start of each
a challenge rating equal or lower half your warlock of your turns.
level, at your choice (see Monster Manual for the
statistics). While in the lycanthrope’s form, you cannot
use its Shapechanger trait to polymorph into a
humanoid or animal. Your game statistics are replaced
by the statistics of the chosen lycanthrope, though you
retains your alignment and Intelligence, Wisdom, and
Charisma scores. You assume the hit points of your new
form, and when you reverts to your normal form, you
returns to the number of hit points you had before you
transformed. If you reverts as a result of dropping to 0
hit points, any excess damage carries over to your
normal form. As long as the excess damage doesn’t
reduce your normal form to 0 hit points, you aren’t
knocked unconscious. You are limited in the actions you
can perform by the nature of your new form, but you
can speak and cast spells normally. Any equipment you
are wearing or carrying fall to the ground when you
transform, but you can wield weapons normally.
THE PRIME  A pentadrone
 Two quadrones
Your patron is a godlike being creator of Mechanus, a  Four tridrones
realm of clockwork and gears and its dwellers. This  Six duodrones
powerful being has full omniscience of each construct it  Eight monodrones
fabricate that are responsible to keep the gears of the
Great Machine working. Locked in its homeplane, A modron summoned remain at your side while you
Primus, the prime, try to expand its domain sending its hold concentration up to 10 minutes.
modrons to other planes of existence. Other way Primus Each modron are friendly to you and to your
use to expand its influence is making a pact, what he companions. Roll initiative for the summoned modrons
did with you. Through this pact, Primus has full as a group, which has its own turns. They obey any
omniscience where you are and what you thinking and mental commands that you issue to them (no action
as you evolve, you become more like the dwellers of required by you). If you don’t issue any commands to
Mechanus fabricated by Primus. them, they defend themselves from hostile creatures,
but otherwise take no actions.
EXPANDED SPELL LIST Modrons summoned by you gain a bonus on attack
The Prime lets you choose from an expanded list of rolls, saving throws, and CA equal to your proficiency
spells when you learn a warlock spell. The following bonus. Additionally, they share senses with you,
spells are added to the warlock spell list for you. allowing you to see and listen anything they see or
listen.
PRIME EXPANDED SPELLS Once you use this feature, you must finish a short or
Spell Level Spells long rest before you can use it again.
1st expeditious retreat, Tenser’s floating disk
2nd alter self, enlarge/reduce AXIOMATIC MIND
3rd fly, haste Starting at 14th level, you start to think in an entire
4th fabricate, polymorph logical form with no emotions, like a machine. You are
5th animate object, creation immune to psychic damage and to the charmed, and
frightened conditions. Additionally, as a bonus action,
LIVING CONSTRUCT you can take 10 on a d20 roll on any Intelligence check
At 1st level, your patron gives you the features of a or attack roll you make against a target you can see.
living construct. Your skin harden become as hard as
alloy. When you are wearing no armor, your AC is 13 +
your Constitution modifier.
Additionally, you add the mending cantrip to your
warlock cantrip known list. This cantrip doesn’t count
on the number of warlock cantrips you know.

MACHINE RESILIENCE
Starting at 6th level, your joints are replaced by gears,
your blood by oil, and your vital organs by engines that
fully supply your basic functions. You doesn’t require
food, air, drink, or sleep, and you are immune to
exhaustion effects.
You are considered a construct and can’t be healed by
spells like cure wounds or similar magic. However, you
can expend a warlock spell slot to recover a number of
hit points equal to five times the spell slot level.
Alternatively, you can cast the mending cantrip to
recover 1 hit point up to half your hit point maximum.
Starting at 12th level, you gain resistance to
bludgeoning, piercing, and slashing damage from
nonmagical attacks that aren’t adamantine.

SUMMON MODRONS
At 10th level, you can summon modrons from Mechanus
to aid you. As an action, you summon modrons (see on
Monster Manual for statistics) that appear in
unoccupied spaces that you can see within 60 feet of
you. Choose one of the following options for what
appear:
THE REVERED PHAERIMM PHAERIMM MAGIC
When you reach the 14th level, you can cast your spells
During your dreams, you had a vision of a huge on a fully spontaneous way. Your warlock spell require
monstrous creature from the ancient times. This no verbal, somatic or simple material components.
creature lives since the age of the Netherese empire and Simples material components for this purpose are any
possess unmatched powers over the Weave. Even when components with a cost equal or bellow 1 gp.
you are sleeping and without notice, you make a pact Additionally, you are immune to effects that can
with this powerful creature that giver you unbelievable change your shape and to the petrified condition. You
powers over the Weave. You don’t know the dark planes also has advantage on saving throws against spells and
of your patron, but whichever they are, involve other magical effects.
domination, destruction and control over the mortals
and beings of other planes that had try to destroy the
phaerimm.

EXPANDED SPELL LIST


The Revered Phaerimm 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.

REVERED PHAERIMM EXPANDED SPELLS


Spell Level Spells
1st disguise self, unseen servant
2nd levitate, see invisibility
3rd blink, protection from energy
4th arcane eye, polymorph
5th dominate person, telekinesis

ARCANE PERCEPTION
At 1st level, your patron amplifies your senses, allowing
you to see the Weave clearly. You gain proficiency in the
Arcana and Perception skills.

DRAIN THE WEAVE


Also at 1st level, your patron teach you a singular form
to train the power of the Weave. As an action, you can
make a DC 15 Intelligence (Arcana) check. If you
succeed, you recover a warlock spell slot.
Once you use this feature, you must finish a short or
long rest before you can use it again.

FULL VISION
At 6th level, your vision improves to maximum. You can
see in dim light within 60 feet of you as if were bright
light, and in darkness as if were dim light. You can’t
discern color in darkness, only shades of gray.
Additionally, you can expend a warlock spell slot to see
creatures and objects invisible, incorporeal, or to detect
magical auras within 60 feet of you for 1 minute.

CONTROLLED FLYING
Starting at 10th level, you can manipulate the Weave to
take flight whenever you want. As a bonus action, you
can focus your mind to gain fly speed with 50 feet until
the start of your next turn. On subsequent turns, you
can use a bonus action to maintain your fly speed until
the start of your next turn.
THE SUPRAGENIE the damage you gain resistance with your Planar
Sultan Traits.
Your patron is a being of magnificent powers that came Once you use this feature, you must finish a short or
from one of the four elemental planes. He is a singular long rest before you can use it again.
genie with unmatched mystical powers known as
supragenie. A legendary being capable to shape reality YOUR WISH IS AN ORDER
and its entire homeplane through its own will. He is an Starting at 14th level, you can try to summon your
emperor at its plane, commanding other genies as they patron from his elemental plane to the plane you
own command their slaves. The origin of a supragenie is currently are to make a single request to him. As an
uncertain but possible they became so powerful stealing action, you must roll a percentile dice. If you roll a
power of other genies for countless eons. number equal to or lower than your warlock level + your
Charisma modifier, your patron appears in an
EXPANDED SPELL LIST unoccupied space within 5 feet of you and remain until
The Supragenie lets you choose from an expanded list of the end of your turn. During your turn, your patron
spells when you learn a warlock spell. The following grant you a wish, similar to a wish spell. To have a wish
spells are added to the warlock spell list for you. granted, you must be within 60 feet of your patron and
states a desired effect to it. Your patron can then cast
SUPRAGENIE EXPANDED SPELLS the wish spell on your behalf to bring about the effect.
Spell Level Spells Your patron answer your wish as best as it can, without
1st detect evil and good, disguise self try to pervert the intent of the wish.
2nd detect thoughts, rope trick If your patron grant you a wish this way, you can’t
3rd blink, clairvoyance use this feature again for 7 days. Additionally, if you try
4th conjure minor elementals, hallucinatory terrain to produce any effect other than duplicating another
5th conjure elemental, legend lore spell with this wish, there is a 33 percent chance that
you are unable to summon your patron with this feature
PLANAR SULTAN TRAITS again.
At 1st level, you must choose one of the four kind of At 20th level, your summons succeed automatically,
genie as your patron: dao, djinni, efeeti, or marid. You no roll required.
gain the following benefits, depending on the kind of
genie you choose as patron.
Dao. You can speak, read, and write Terran.
Additionally, you have advantage on Strength
(Athletics) checks and has resistance to acid damage.
Djinni. You can speak, read, and write Auran.
Additionally, you have advantage on Dexterity
(Acrobatics) checks and has resistance to acid lightning.
Efreeti. You can speak, read, and write Ignan.
Additionally, you have advantage on Charisma
(Intimidation) checks and has resistance to fire damage.
Marid. You can speak, read, and write Aquan.
Additionally, you can breathe air and water and has
resistance to cold damage.

ELEMENTAL SPELLCASTING
Starting at 6th level, you become able to empower the
damage of your spells. When you cast a spell or cantrip
that cause damage, as a bonus action, you can convert
the damage of the spell to the element you gain
resistance with your Planar Sultan Traits. You also
increase the spell damage by 1d6 extra damage of the
same type. If the spell allow multiple attacks, only the
first cause the extra damage.
Starting at 12th level, the damage of a spell increase
by 2d6 extra damage when you use this feature.

PRODIGIOUS SHAPE
At 10th level, you can assume a form similar to your
patron, gaining traits inherent to him. As an action, you
can assume a form misty the waist down that has fly
speed equal to your walking speed for 10 minutes.
Additionally, while under this form, you are immune to
THE VOID throw or forget any events that happens in the last 24
hours.
The Void, or the Nothing, also known for some scholars Once you use this feature, you must finish a short or
as the Vacuum, is a kind of matter that fills the most long rest before you can use it again.
remote and desolate spaces of the multiverse. For most
beings, the vacuum is just the lack of something, a OBLITERATION SPHERE
substance named by the alchemists as antimatter. When you reach the 14th level, you can concentrate all
However, you know that in true, the Void is something your power granted by your patron in a single spot on
deepest and mysterious than is thinking. The Void is a the space to create a small sphere of raw antimatter
powerful entity that exists on the multiverse, and fills that obliterates all matter it passes through and all
anything that has not created yet, and it expands as the matter that passes through it. As an action, choose a
matter is destroyed and retract as matter is created. space that you can see within 60 feet of you. An 2-foot-
This being formed by pure black energy is omniscient diameter black sphere appears hovering in space in the
and omnipresent, and can grant power virtually chosen space. Any creature or object that are in the
unlimited for those can forge a pact with it. space of the sphere in the moment it appear, or that end
its turn in the space of the sphere, takes 4d6 force
EXPANDED SPELL LIST damage. Any creature or object that are in a space
The Void lets you choose from an expanded list of spells within 5 feet of the space of the sphere in the moment it
when you learn a warlock spell. The following spells are appear, or that end its turn at 5 feet of the sphere, takes
added to the warlock spell list for you. 4d6 force damage, or half as much damage if succeed in
a Dexterity saving throw. A creature or object reduced
VOID EXPANDED SPELLS to 0 hit points by the sphere is sucked into it leaving
Spell Level Spells nothing behind. You can move the sphere up to 30 feet
1st fog cloud, inflict wounds with a bonus action. The sphere remain while you hold
2nd blindness/deafness, silence concentration up to 1 minute. You are immune to the
3rd blink, nondetection effects of your own Obliteration Sphere.
4th greater invisibility, phantasmal killer Once you use this feature, you must finish a short or
5th cloudkill, passwall long rest before you can use it again.

VOID’S TOUCH
At 1st level, your patron grant you the ability to spread
the obliterating cold of vacuum through your touch. As
an action, make a melee spell attack against a creature
or an object. If you hit, the target takes cold damage
equal to 1d8 + your Charisma modifier. Besides suffer
damage, if the target is a creature, is must be successful
in a Constitution saving throw or be restrained until
the end of your next turn.
When you reach the 8th level, whenever you hit a
melee spell attack, you can add the effect of your Void
Touch to the effect of the spell as a bonus action.

VACUUM PROTECION
At 6th level, you can momentarily create a thin layer of
antimatter that wards you from countless effects. When
you are hit by an attack or an effect that cause damage,
you can use your reaction to create a coat of vacuum
around you, taking no damage from this source. You
must use this feature before you know the damage
taken.
Once you use this feature, you must finish a short or
long rest before you can use it again. At 13th level, you
can use this feature twice before a rest.

MANTLE OF OBLIVION
Starting at 10th level, you gain the ability to introduce
the void in the mind of a creature through the power
granted by your patron. As an action, you choose a
creature that you can see within 60 feet of you. The
target must be successful in an Intelligence saving

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