Otherworldly Patron

At 2nd level, a warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to the options offered in official publications.

The Plague

Your patron is a creature with dominion over poisons and disease. Such a being has a vested interest in seeing sickness and filth spread in the mortal realm, and uses warlocks such as you as vectors for its vile agents. You might willingly assist with such plans, or try and use your power over sickness to stop its unchecked spread.

Potential patrons for this pact include demon lords and archdevils that spread toxicity and plague, such as Lolth, Juiblex, Zuggtmoy, and Baalzebul, as well as the venomous serpent gods of the yuan-ti. Warlocks of this pact might also serve a god of poison or disease, such as Talona, Incabulos, or Morgion.

Expanded Spell List

The Plague 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.

Plague Expanded Spells

Spell Level Spells 1st detect poison and disease, grease 2nd protection from poison, web 3rd nondetection, stinking cloud 4th freedom of movement, giant insect 5th cloudkill, insect plague

Touch of Venom

Starting at 1st level, your patron grants you the power to spread its poison in combat. Once per turn, when you deal damage to a creature with an attack or spell, you can cause the attack or spell to deal poison damage, instead of its normal damage type. When you do so, the attack or spell deals extra damage to one of its targets of your choice. The extra damage is equal to your Charisma modifier (minimum of 1).

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Reveler in Sickness

At 6th level, your patron's magic inures you to its toxic effects. You gain immunity to disease and the poisoned condition. You also gain resistance to poison damage, and when a creature deals poison damage to you, you can use your reaction to gain temporary hit points equal to twice your warlock level. These temporary hit points take as much of the triggering damage as possible.

Plague Form

Starting at 10th level, you can assume a toxic form to spread your patron's poison. When you move on your turn, you can use a bonus action to assume the form of a cloud of poison gas. You remain in this form until your move ends.

While in this form, opportunity attacks against you are made with disadvantage, and you can move through other creatures as if they are difficult terrain. If you end your move in another creature's space, you take 5 force damage and are pushed into a random unoccupied space within 5 feet of you.

Additionally, the first time you enter a creature's space on your turn while in this form, that creature takes poison damage equal to your warlock level.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Eldritch Infection

At 14th level, you gain the ability to take the form of a disease, discorporating your body and becoming infectious.

As an action, you can touch a creature and force it to make a Constitution saving throw against your warlock spell save DC; a creature can choose to fail this saving throw if it wishes. If the creature fails its save, you transform into a disease and infect that creature.

While you are infecting the target, you occupy its space and move with it, you are immune to all damage and conditions, and you automatically succeed on all saving throws. You can't take any actions or reactions while infecting the target, except for a bonus action that you can take to return to your normal form.

The target of this feature is subject to one of the effects of the contagion spell, which you choose when you infect it. This effect lasts until you are no longer infecting the target.

You remain in your disease form until the infected target dies, an effect that removes or ameliorates a disease is applied to it, or you use a bonus action to return to your normal form. When this happens, you appear in an unoccupied space of your choice within 5 feet of the target.

After returning to your normal form, you must finish a long rest before you can use this feature again.













































