D&D 5E (+) Share Your Custom Warlock Patrons Here!


log in or register to remove this ad

The Three Eyeballs
Alignment:
Eyes
Favorite Number: Three
Allies: The Twin Maw
Mark: The Eyes
Favored: The Blinded
Goal: THE VISION!!!

Description: Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Carrot Juice Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs Eyeballs
 

Half comedy, half serious, I just imagine a realm of endless cubicles. The boss calls you into its office, writhing tentacle horror that it is, and the two of you proceed to talk synergy and corporate goals. Eldritch Walmart, Aberration.Com, or just a conglomerate of incredibly powerful spellcasters running their organization a little too efficiently.

The Office
Expanded Spell List
1st: Command, Guiding Bolt
2nd: Augury, Enhance Ability
3rd: Catnap, Haste
4th: Compulsion, Divination
5th: Contact Other Plane, Commune

Family Environment (1st) - Once per turn you can surrender to the rhetoric of positive motivation and regain 3 hit points when you miss an attack or fail a roll. This increases to 6 hit points at 11th level.

Executive Oversight (6th) - Once per long rest your Patron notifies you about the consequences of failure when you miss an attack or fail a roll. This might include mentioning guards are looking for you down the left corridor, or that a specific merchant is going to receive the stolen goods tonight.

CSAT Rebuke (10th) - You become resistant to fire and psychic damage, and whenever damage of that type is dealt to you the attacker also takes damage equal to the damage you take.

Forced Promotion (14th) - Other Warlocks of this patron are "required" to follow your orders, though they will hate you for issuing them anything but the nicest of commands. Your patron will give you a specific task or quest you must undertake, if they have not already done so. While in the direct process of completing this task you assume a Mantle of Authority. Mantle of Authority gives you advantage on charisma checks, and people need to pass a DC15 Insight Check to become suspicious of your motives or your reason for being somewhere.
 


As above, a couple generic patrons, and then some specific ones....

Dragon King
Only the mightiest of dragons ascend to such power that they become like gods, fewer even bend to notice the mortal beings who plead to share their power, such as Ashadarlon the Red and Borys of Ur Draxa.

#### Expanded Spell List

|Level|Spell|
|:---:|:---|
|1st|Command, Thunderwave|
|2nd|Suggestion, See Invisibility|
|3rd|Bestow Curse, Lightning Bolt|
|4th|Polymorph, Stoneskin|
|5th|Cloudkill, Scrying|

#### Fearsome Presence
At 1st level, the dread presence of your patron lingers about you like a fearsome cloak. As an action, you cause all foes within 15 feet of you to make a Wisdom save versus your Warlock spell DC. On a failure, the creature is frightened of you. Each round at the end of its turn, the creature can make another save to negate the effect.

Once you use this ability, you cannot use it again until you take a short or long rest.

#### Cloak of the Dragon
At 6th level, you surround yourself in the shimmering manifestation of the dragon lord, its wings protectively enveloping you as it shields you with its body. As a reaction, you can roll 1d10 and either add the result to a saving throw or reduce the damage from an attack by the result's amount.

Once you use this ability, you cannot use it again until you take a short or long rest.

#### Dragonhide
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. Damage from magical weapons or silver weapons ignores this resistance.

#### Fury of the Dragon Lord
Starting at 14th level, when you hit a creature with an attack, you can use this feature to cause your patron to momentarily materialize and devour the target. The creature disappears and is trapped in the otherworldly bowels of your patron. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 10d10 acid damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

The Dead God
Drifting amid the Astral plane or buried in inaccessable areas of forgotten realms dream the dead gods. Stiffened as a corpse, their names forgotten and robbed of worshippers, they are still storehouses of powerful magic to those who know how to unlock the secrets of their ancient powers.

#### Expanded Spell List

|Level|Spell|
|:---:|:---|
|1st|Bane, Inflict Wounds|
|2nd|Augury, Hold Person|
|3rd|Animate Dead, Bestow Curse|
|4th|Death Ward, Divination|
|5th|Bigby's Hand, Contact Other Plane|

#### Join the Dead
Starting 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).

#### Stone Dead
At 6th level, as a reaction, you can momentarily turn your body to a stone-like corpse. This gives and AC of 20 and you gain damage resistance to all forms of damage until your next turn. You can instead use this ability to end any one of the following conditions you may suffer from - charmed, exhausted (1 level), frightened, paralyzed, petrified, or poisoned.

Once you use this ability, it cannot be reused until you take a short or long rest.

#### Undying
At 10th level, as an action you begin regenerating lost health. For the next minute, you regenerate your Constitution modifier (minimum 1) in hit points per round. This regeneration stops if you are reduced to 0 hit points. Once you use this ability, you cannot reuse it until you take a short or long rest.

#### Realm of the Dead God
At 14th level, you become infused with the unholy power of your patron. The landscape about you (in a 30 foot sphere) twists to resemble the realm of your dead patron, shaping it harmlessly as you see fit. Likewise, whenever you use your warlock abilties, the target of your abilities takes an addition 1d6 psychic damage. This ability lasts for one minute, after which the terrain returns to its former appearance.

You must finish a short or long rest before using this feature again.

Hearthstone Lords
The hearthstone lords are a collection of powerful spirits or demigods that collectively grant divine powers to those who respect their protective and conservative ways. These powerful elemental spirits prefer to remain anonymous, though they openly rappor with those who know the secrets to locate and appease them.

#### Expanded Spell List

|Level|Spell|
|:---|:---|
|1st|Bless, Healing Word|
|2nd|Aid, Enhance Ability|
|3rd|Beacon of Hope, Magic Circle|
|4th|Death Ward, Guardian of Faith|
|5th|Dispel Evil and Good, Mass Cure Wounds|

#### Advisor Spirits
Starting at 1st level, you can commune with the spirits you rever, who will answer your questions to the best of their ability. If you take one minute to converse with these spirits, they will truthfully answer one question you pose related to the area around you. The DM determines the actual answer recieved, but the spirits generally know information as if they had been an observer living in the area for years. Once you use this ability, you cannot use it again until you take a short or long rest.

#### Protective Ward
At 6th level, the spirits you honor lend you some protection in combat. As a reaction when you or an ally within 30 feet are hit, you can reduce the damage taken by 1d10 + half your Warlock level. Once you use this ability, you cannot use it again until you take a short or long rest.

#### Elemental Resistance
At 10th level, choose one of the following elements - acid, fire, ice, lightning or thunder. You gain resistance to the chosen element. You can change the element you gain resistance to after a short or long rest.

#### Unassailable Dome
At 14th level, you can summon friendly spirits to protect you and your companions from harm. As an action, you reduce your speed to 0, but create a 10-foot diameter dome around you that gives you and those within the dome immunity to all damage from non-weapon attacks, damage immunity to bludgeoning, peircing and slashing damage from non-magical weapons and advantage on all saving throws against other effects. Furthermore, those within the dome cannot be charmed, dominated or possessed. A Dispel Magic or similar effect can bring down the dome, though it is treated as a spell of the highest level you can cast. Maintaining the dome requires concentration, and remains in effect for up to 1 minute. Once you use this ability, you cannot use it again until you take a long rest.

The Legendary Mansion
This ancient and arcane building was built and enchanted with great magics. It is equally a base of operations as well as a storehouse of great magical power. At some point, the mansion grew semi-sentient, at least to the point to grant arcane power to those who call it home. Example patrons include Shadowborn Manor, White Hall of the Miskatonic University and Mordenkainen's Greyhawk Mansion.

#### Expanded Spell List

|Level|Spell|
|:---:|:---|
|1st|Sanctuary, Unseen Servant|
|2nd|Arcane Lock, Locate Object|
|3rd|Spirit Guardians, Tiny Servant|
|4th|Dimension Door, Mordenkainen's Private Sanctum|

#### House of Knowledge
At 1st level, you can mystically drawn upon the tomes and librams stored at the mansion to remember or know information. You gain proficiency in two Intelligence-based skills of your choice.

Furthermore, once per long rest you can focus your mind on a single question and enter a trance-like state of introspection. After an uninterrupted minute, you snap out of the trance with the answer to your question - if such an answer could be found in a book or tome, as determined by the DM.

#### Walled Wards
At 6th level, you can draw on the mystical protections of your patron manor, protecting yourself. As a reaction to being hit by an attack, you gain resistance to the attack's damage type until the start of your next turn. You can do this a number of times equal to your proficieny modifier. After a long rest, you regain all uses of this ability.

#### Foundation's Strike
At 10th level, you can draw on the arcane magic of the house's secrets to strike down your enemies. When you hit an enemy with your Eldritch Blast, the target cannot use any reaction ability in response to the attack.

Furthermore, when you hit a target with one of your attacks, you can choose to attempt to restrain one target. The target makes a Wisdom saving throw. On a failure, it is restrained. As an action, the target can make a Athletics (Str) or Acrobatics (Dex) skill check to end the condition. Once you use this latter ability, you cannot use it again until you take a short or long rest.

#### Guardian of the Grounds
At 14th level, you can call on the arcane wards of your patron to deal with a foe. As an action, choose a number of targets equal to your Charisma modifier within 120 feet (min 1), who must make a Wisdom saving throw. On a failure, the target takes 10d6 force damage and is incapacitated. On a success, the target takes half damage. At the end of each of its turns, the target can make a subsequent Wisdom saving throw to end the condition. Once you use this ability, you cannot use it again until you take a long rest.

The Legion
Warlocks with this unusual patron are actually a conglomoration of lost souls that manifest within a single body. Each such trapped soul slightly alters the outward appearance and personality of the warlock when it manifests. In rare cases, memories may even be compartmentalized and the manifestation of certain personalities may be beyond the concious control of the afflicted.

#### Expanded Spell List

|Level|Spell|
|:---:|:---|
|1st|Disguise Self, False Life|
|2nd|Alter Self, Mirror Image|
|3rd|Meld into Stone, Gaseous Form|
|4th|Banishment, Polymorph |
|5th|Animate Objects, Contact Other Plane|

#### Ten Voices
At 1st level, as an action you can make yourself proficient in understanding or speaking a language that you have heard. Your proficiency lasts until you use this ability to switch to another language or you take a long rest.

Furthermore, as a ritual that takes 10 minutes, you can make yourself proficient in one skill of your choice. You cannot apply this ability to a skill you already are proficient in. The proficiency lasts until you use this ability to switch skill proficiency or you take a long rest.

#### Hidden Power
At 6th level, for each invocation slot you possess, choose two invocations. At dawn each day, choose which invocations are active. As a ritual that takes 10 minutes, you can swap one active invocation for another invocation you know that is not currently active.

#### A Hundred Minds
At 10th level, you are immune to being charmed and gain resistance to psychic damage.

#### The Horde Unfurled
At 14th level, you can manifest your multiple psyches to devastate your foes. As an action, all enemies within 60 feet of you must make a Wisdom saving throw against your spellcasting DC. On a failure, the target takes 7d6 psychic damage and is beguiled by you. While beguiled, you can take a bonus action to telepathically order each beguiled target within 60 feet to perform an action of your choice or you can choose to incapacitate the target and deal an additional 2d6 psychic damage to the target. You can command one or more targets to act while choosing to incapacitate others. At the end of each of its turn, the target can make another Wisdom saving throw to attempt to negate the beguilement. After one minute, any creatures still beguiled by this ability are freed of the effect.

Once you use this ability, you cannot use it again until you take a long rest.

The House of Uther
Alignment: Neutral
Weapon: Rapier (swordcane)
Familiar: A Raven
Book: A leatherbound tome with a velvet bookmark

Seventeen generations of sorcerors have lived in the great mansion known as the House of Uther. It has been a home for madmen, geniuses and orphans alike. It's seventy-five room, five story frame is filled with a maze of rooms and passages, and the spirits of those defeated by its protectors wander the halls and caverns below, trapped in arcane objects and solemnly shifting hallways of its interiors. Each room is filled with an assortments of wonders gathered from around the globe - and beyond. Jax, the ever-present butler is never far from hand and noone seems to know how long he has served withing the mansion, for his image can be discerned even in the background of the paintings of the old inhabitants of the house. His opposite is the maid, Telsa, as bright and flamboyant as Jax is as brooding and stern. The house makes itself available when most needed, and those with the strange keys of the house can open any door to access items or even rest beyond what would be normally an ordinary portal.


IT
Alignment: Neutral Evil
Weapon: Dagger (long-nailed fingers)
Familiar: A small porcelain doll (that normally only moves when not directly observed)
Book: A children's book

No one is quite sure if IT is either a Great Old One, a wrathful Fey Lord or a monstrous Fiend. It shifts its shape and appearance as needed, commonly either noticed as a gargantuan hairy spider lurking in one's periphery vision, or as a guant jester with a maw full of multiple rows of needle-like teeth. IT bestows its powers on those who incite fear, terror and mayhem, goading its minions with whispers targeted at their inadequencies.

The Black Queen
Alignment:
Chaotic Neutral
Weapon: Dagger (claws)
Familiar: A toad
Book: A tattered book of nursery rhymes

The black queen is a death slaad of tremendous power and influence. Its touch implants a diamond seed in the brain of the warlock, giving unnatural clarity and linking to the queen's awesome power. The queen cares for nothing but consumption and the transformation of all beings into children of her brood. Even the warlock, upon death, their frame will burst in new life as they are transfigured into a new minion for their queen.

The Grid
Alignment:
Lawful Neutral
Weapon: Mace (Cog-tipped rod)
Familiar: A miniature cog (homonculous)
Book: Hovering pages of light

The grid is the touch of Primus, granted to mortals to battle the chaos of other warlock intrusions. Primus demands the destruction of chaotic energies and law-breaking individuals. They can't be reasoned with, they can't be bargained with...they don't feel pity or remorse or fear...and they absolutely will not stop.
 
Last edited:

Have Warlock Patrons been officially done for the Demon Princes and Arch-Devils?
They aren't "official," but here's a few that I cooked up.
-----
PACT OF THE FIEND
Whether through desperation or coercion, you have bound your soul to a devil, one of the most cruel and cunning entities in the Multiverse. Your pact provides you with a quick path to great power, but at a terrible price. The Dukes of Hell are not fools, and you know that when your contract is up there will be a terrible price to pay.

But take heart, for mortals hold more power than they know: the freedom to choose good over evil. The devils of Hell remember all too well how free will inspired Tiriel to war against Heaven, and how the free will of mortals destroyed Paradise. Truly, free will is all that holds our realm temptingly out of reach of both Heaven and Hell, making it both prized and feared. These three Dukes of Hell would risk their station to bargain for a mortal soul: Baalzebul, Lord of the Flies; Levistus, the Frozen Prince; and Malagarde, the Hag Countess.

BAALZEBUL
Tiriel, Lord of the Flies, The Fallen
Alignment: Lawful Evil
Weapon: Falchion
Familiar: a flycatcher (a type of bird)
Tome: a yellowed, moldy scroll
Once, Baalzebul (BALE-zee-bull) was an Archangel of Celestia called Tiriel (TIER-ree-ell), but was cast down into Hell after a failed rebellion. There, they quickly rose through the ranks of devils, earning the nickname “The Lord of the Flies” because not even a fly could escape their web of intrigues. As punishment for their involvement in The Reckoning, and in mockery of their nickname, Asmodeus (as-moe-DAY-us) cursed Baalzebul’s angelic body into a grotesque, giant horsefly. They make their presence known through the presence or sound of flies.

LEVISTUS
The Frozen Prince
Alignment: Lawful Evil
Weapon: War pick
Familiar: a white cat
Tome: an elegant leather pocketbook
No one knows what Levistus (la-VISS-tuss) looks like, because the prince is frozen deep within an iceberg. Asmodeus, the Lord of Hell, imprisoned Levistus in ice for a terrible betrayal in ages past, and there he has remained. Though frozen, the mind of Levistus is free, and his plots run deep. He makes his presence known through strange whispers in dark corners, the smell of burning coal, and the presence of snow and ice where none should be.

MALAGARDE
The Hag Countess
Alignment: Chaotic Evil
Weapon: Quarterstaff
Familiar: a rat
Tome: a sheaf of papers tied together with black twine
Currently the only noble of Hell that is not a devil, Malagarde (MAL-a-GUARD) is a night hag from the Feywild who advanced through the ranks of Hell by manipulation, deception, and trickery. Her fey blood is more than just a novelty; it makes her unpredictable and chaotic, two concepts that devils cannot understand. She makes her presence known through the breaking of glass, the sound of laughter in empty rooms, and the smell of spoiling fruit.
 

Mammon, Lord of Coin, would probably make a good pact patron as well. I could see him making himself known in the phantasmal sound of tinkling coins or an ongoing count. Tome would easily be a banker’s ledger.

Orcus could be a Fiend/Undead patron. Weapon would be a ram-headed mace or Morningstar.

Lolth would be an obvious choice for a dark Archfey patron for drow.
 

So I'm incorporating some new material from Tasha's Cauldron of Everything into my upcoming campaign, and the Fathomless is a perfect fit for the nautical, swashbuckling theme I'm going for. So to better work it into the setting, I created a few Warlock patrons (fancy NPCs) that the player can use for their Fathomless Warlock.

OTARIA
The Angel of the Deep, the Fathomless Pearl, the Queen of Fathoms
Alignment: Neutral
Weapon: Trident
Familiar: an albatross
Tome: a scroll of parchment, wound on a wooden spindle and decorated with pearl beads
Otaria (pronounced “oh TAR e uh”) is a triton archdruid of incredible power, who rules a vast aquatic kingdom south of the Maelstrom. When Otaria appears to mortals, she most often takes the form of an enormous blue whale with bioluminescent markings along her fins, a beautiful triton maiden with fins for hair, or a mermaid with the lower body of an octopus. She makes her presence known through the sound of seabirds, or the movements of air or water.

SLARKRETHEL
The Kraken God, King of the Trackless Depths
Alignment: Chaotic Evil
Weapon: Tentacle (Whip)
Familiar: a slug or snail
Tome: a heavy black book, bound in sharkskin leather.
Slarkrethel (pronounced “SLARK ree thell”) is a kraken of immense size and power, who rules an underwater realm on the northern fringe of the Maelstrom. While he is still mortal, he aspires to greatness: his ultimate goal is apotheosis. From the dark waters and uncharted caves of his domain, he works tirelessly to ascend to godhood. When he wishes to be seen, he appears as an impossibly huge purple squid, miles long, with bright orange eyes. He communicates through the sound of dripping water or crashing waves, the appearance of tentacles in unlikely places, and the smell of seawater.

VOG
The Drowned, The Dreadnaught, The Ship of the Dead, Sea Devil, The Dead Captain, Old Scrattle, The Gray Lady, etc.
Alignment: Neutral Evil
Weapon: Cutlass
Familiar: a hermit crab
Tome: an old ship’s logbook, with an unlabeled compass rose on the cover.
Vog (rhymes with “fog”) is a ghostly entity that formed from the souls of men who were lost at sea in the centuries following the Cataclysm. When it takes the form of a derelict, weather-beaten ship or shipwreck, it is known as The Dreadnaught or the Ship of the Dead. When in human form, it appears as a skeleton or corpse dressed in sailor’s clothing, and is known as Sea Devil, the Dead Captain, or Old Scrattle. But most often, when it chooses to appear to mortals, it takes the form of a gray, luminescent fog that sailors call Vog or The Gray Lady. It rarely speaks, preferring to communicate through feelings and emotions: pangs of hunger or fear, the sensation of warm or icy water, a vague sense of unease, etc.
 
Last edited:


Hey, this thread is back again! OK, I'll share the warlock options from the upcoming Twilight Fables :)

warlocks.jpg

warlocks2.jpg
 

Remove ads

Top