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Guest 6801328
Guest
Patron: the Crone
Patron Spells:
1st: Tasha’s Hideous Laughter, Ray of Sickness
2nd:Reduce/Enlarge, Misty Step
3rd: Bestow Curse, Lightning Bolt
4th: Arcane Eye, Polymorph
5th: Animate Objects, Mislead
Eye of Newt, Wing of Bat
At 1st level when this Patron is selected the Warlock gains proficiency in the Herbalist’s Kit, if he or she did not already have it. In addition, the Warlock gains knowledge in the use of unusual ingredients in the herbalist’s craft, and these ingredients can often be harvested from freshly slain monsters of the sort commonly encountered by adventurers. When the Warlock uses the Herbalist’s Kit during Down Time, crafting takes half the time or costs half as much (player’s choice.)
Note: I love this one for flavor, but by itself it's not powerful enough for the 1st level ability.
Black Magic
Also at 1st level, the Warlock can use a bonus action to curse a target he can see within 60'. If the target fails a Wisdom saving throw it takes 1d4 necrotic damage every time it makes an attack or casts a spell. The curse can be maintained with Concentration for as long as the target remains visible and within that range. At level 5 the Warlock can maintain Concentration on two targets simultaneously, and at level 11 this increases to 3 targets.
Jinx
Starting at 6th level, when the Warlock is hit by a spell or attack that does damage the Warlock may use his reaction to cast a spell at the attacker. The spell must target a single creature, and only spells that require a Wisdom saving throw may be used. If the spell is fully resisted then no spell slot (or other similar resource, such as a racial use) is consumed. This ability may be used once per short rest.
Fetish
At 9th level the Warlock learns how to make small charms of good or bad luck. During a long rest the Warlock can make a charm that, when carried close to the body, confers Advantage or Disadvantage on one type of saving throw, specified by the Warlock. The fetish may be given to somebody else, but the Warlock may only make one such item at a time; if another is made the previous one loses its enchantment. Ideally these fetishes are attuned to the bearer by incorporating hair, nail clippings, blood, and the like into their construction. If such ingredients are not included, then the fetish will lose its magic the first time it fails (that is, the wearer fails with an Advantage fetish, or succeeds with a Disadvantage fetish, on a saving throw of the relevant type).
Cackle
Starting at 14th level the Warlock acquires a mocking laughter that enemies find deeply unnerving. When the Warlock uses an Action to Cackle, all enemies within 60’ who can hear the Warlock must succeed at a Charisma saving throw or suffer Disadvantage on their attacks, ability checks, and saving throws until the Warlock’s next turn. This ability may be used as many times as the Warlock’s Charisma modifier (minimum 1), and all uses are regained after a Short or Long Rest.
Change log:
- Level 1 Black Magic as a curse is added.
- The former Black Magic is renamed to Jinx, and the former Jinx removed
- Black Magic can only use Wisdom saving throw spells now.
- Tweaked Fetish slightly to be more protected against losing its magic.
- Moved Cackle to capstone but added saving throws to rolls affected
- Replaced Ensorcelled Servant with Fetish
- Moved Black Magic to 1st level (expanded spell list has two appropriate 1st level spells)
- Moved Jinx to 6th level and made it a bonus spell known.
Patron Spells:
1st: Tasha’s Hideous Laughter, Ray of Sickness
2nd:Reduce/Enlarge, Misty Step
3rd: Bestow Curse, Lightning Bolt
4th: Arcane Eye, Polymorph
5th: Animate Objects, Mislead
Eye of Newt, Wing of Bat
At 1st level when this Patron is selected the Warlock gains proficiency in the Herbalist’s Kit, if he or she did not already have it. In addition, the Warlock gains knowledge in the use of unusual ingredients in the herbalist’s craft, and these ingredients can often be harvested from freshly slain monsters of the sort commonly encountered by adventurers. When the Warlock uses the Herbalist’s Kit during Down Time, crafting takes half the time or costs half as much (player’s choice.)
Note: I love this one for flavor, but by itself it's not powerful enough for the 1st level ability.
Black Magic
Also at 1st level, the Warlock can use a bonus action to curse a target he can see within 60'. If the target fails a Wisdom saving throw it takes 1d4 necrotic damage every time it makes an attack or casts a spell. The curse can be maintained with Concentration for as long as the target remains visible and within that range. At level 5 the Warlock can maintain Concentration on two targets simultaneously, and at level 11 this increases to 3 targets.
Jinx
Starting at 6th level, when the Warlock is hit by a spell or attack that does damage the Warlock may use his reaction to cast a spell at the attacker. The spell must target a single creature, and only spells that require a Wisdom saving throw may be used. If the spell is fully resisted then no spell slot (or other similar resource, such as a racial use) is consumed. This ability may be used once per short rest.
Fetish
At 9th level the Warlock learns how to make small charms of good or bad luck. During a long rest the Warlock can make a charm that, when carried close to the body, confers Advantage or Disadvantage on one type of saving throw, specified by the Warlock. The fetish may be given to somebody else, but the Warlock may only make one such item at a time; if another is made the previous one loses its enchantment. Ideally these fetishes are attuned to the bearer by incorporating hair, nail clippings, blood, and the like into their construction. If such ingredients are not included, then the fetish will lose its magic the first time it fails (that is, the wearer fails with an Advantage fetish, or succeeds with a Disadvantage fetish, on a saving throw of the relevant type).
Cackle
Starting at 14th level the Warlock acquires a mocking laughter that enemies find deeply unnerving. When the Warlock uses an Action to Cackle, all enemies within 60’ who can hear the Warlock must succeed at a Charisma saving throw or suffer Disadvantage on their attacks, ability checks, and saving throws until the Warlock’s next turn. This ability may be used as many times as the Warlock’s Charisma modifier (minimum 1), and all uses are regained after a Short or Long Rest.
Change log:
- Level 1 Black Magic as a curse is added.
- The former Black Magic is renamed to Jinx, and the former Jinx removed
- Black Magic can only use Wisdom saving throw spells now.
- Tweaked Fetish slightly to be more protected against losing its magic.
- Moved Cackle to capstone but added saving throws to rolls affected
- Replaced Ensorcelled Servant with Fetish
- Moved Black Magic to 1st level (expanded spell list has two appropriate 1st level spells)
- Moved Jinx to 6th level and made it a bonus spell known.
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