Warlock Patrons

A list of patrons for Warlocks

Archfaey

Ancient creatures of the Land Faire, many rule their people and grant a hint of their power for favor.

Good-Aligned
The Fairie Queene – A good spirit trapped in the Material Plane
Lady Gloriana of the Silver Sun – Queen of the Ylv

Neutral-Aligned
The Islander – An ancient tree spirit
The Brightest Beneath the Sea – A primal sea fairie

The Maharaja of Lanka – The Eldest of Rakshasa
The Dweller in the Darkness – An ancient Hiisi spirit

Fylanvar (The Fiend)

Creatures of the ancient void with a bitter hatred for the living, yet willing to trade some of their power for some of the bearer’s soul

Perkele, the First of the Order
Ganozoch, the Ancient Guardian
Vycidith of the Tabernacle
Stebrezuhn, the Void Hunter
Thevere, the Builder of the Gallery

The God of Secrets (Great Old One)

An entity that knows a great many things, and is willing to trade those secrets and power for favor

The Blooded Shard (House Rule Patron) -In Progress

The City of Bloodmist hides a dark secret, the blooded shard. An object of unknown origins lies in the water near the shore, and it has turned the bay of Bloodmist red and over the years attracted worshipers. The cult that has arisen around this object operates in secret, and is considered by many only a legend in a city of assassins and barbarians. But many believe this cult affects many levels of the town. A Warlock of the Blooded Shard draws upon the dark energy of this object, but finds their mind being more and more twisted as they absorb this darkness.

Expanded Spell List
1st bane, inflict wounds
2nd blindness/deafness, phantasmal force
3rd bestow curse
4th phantasmal killer, evard’s black tentacles
5th contagion, seeming

Blood Sacrifice
Starting at 1st level, when you kill a creature, you gain temporary hit points equal to your Wisdom or Charisma modifier (whichever is higher) + your warlock level (minimum of 1). You must finish a short or long rest before you can use this feature again.

The Shard’s Curse
Drawing on the inner power of the Shard, starting at 6th level, when casting a spell that does damage, you can add 1d10 + your Charisma modifier in necrotic damage. You must finish a short or long rest before you can use this feature again.

One with Pain
Beginning at 10th level, you are more resistant to the life draining forces of many creatures. You have resistance to necrotic damage, and you cannot have your maximum hit points lowered due to any attack that dealt necrotic damage.

Last Caress
Starting at 14th level, you may attempt a touch attack that requires a constitution save against warlock spell save DC. On a failed save, the creature’s life is sacrificed to the shard. You must finish a short or long rest before you can use this feature again.

The Primordial

The primordials are raw energy, and there are those who are able to draw energy from these creatures, though at the expense of slowly becoming one themself.

Expanded Spell List
1st burning hands, thunderwave
2nd gust of wind, melf’s acid arrow
3rd meld into stone, protection from energy
4th conjure minor elementals, fire shield
5th conjure elemental, wall of stone

Elemental Attunement
Starting at 1st level, after a short or long rest you attune yourself to the flow of energy from a particular element. Choose an elemental damage type: acid, cold, fire, lightning, or thunder. This is your attuned element until you choose a different one with this feature.

Elemental Strike
At 1st level, when you hit a creature with an attack, you can simultaneously strike the creature with elemental energy. The creature can make a Reflex saving throw against your warlock spell save DC. On a failure, the target takes damage equal to 1d10 + your warlock level, and half as much damage on a successful save. This damage type is of your attuned element.
You must finish a short or long rest before you can use this feature again.

Impose Weakness
Beginning 6th level, you can curse your enemies with susceptibility to elemental energy. As an action, choose a creature within 60 feet of you. It must succeed on a Wisdom saving throw against your warlock spell save DC or gain vulnerability to the damage type of your attuned element for 1 minute. If the creature has resistance or immunity to the damage type, it does not gain vulnerability but instead loses its resistance or immunity for the duration. At the end of each of its turns, the creature can repeat this saving throw, ending the effect on a success.
Once you use this feature, you must finish a short or long rest before you can use it again.

Elemental Resistance
When you reach 10th level, you gain resistance to damage from your attuned element.

Redirect Energy
At 14th level, you can refocus elemental energies directed at you to another target. When you are hit by an attack that deals damage of the type of your attuned element, you can use your reaction to direct that damage to another creature or object that you can see within 60 feet. That target can make a Reflex saving throw against your warlock spell save DC. On a fail saving throw, the target takes the full damage of the triggering attack, or half as much damage on a successful saving throw.
You must finish a short or long rest before you can use this feature again.

Warlock Patrons

The World of Orina Black_Wizards