Leitner's Guide to The Powers Fourteen warlock patrons based on the entities explored in The Magnus Archives

The Buried (Too Close I Cannot Breathe) Your patron is The Buried, an entity focused on claustrophobia, the fear of being suffocated and trapped. Its powers are centered on crushing power of earth and water, though it has been known to work with the metaphorical crushing, including the weight of financial debts. The Buried is directly opposed by The Vast. Adapting The Buried to other settings The Buried is associated with both earth and deep water, and so it would be an excellent fit as a patron from the Plane of Elemental Earth such as Ogremoch, or an otherworldly power focused on gravity. The Buried expanded spells The Buried permits you to 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 Spell level Spells 1st Earth Tremor , Entangle 2nd Arcane Lock, Maximillians Earthen Grasp * 3rd Meld into Stone, Water Breathing 4th Leomund's Secret Chest , Stone Shape 5th Planar Binding, Wall of Stone Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 6th Move Earth 8th Earthquake bonus cantrips At 1st level, you learn Mold Earth and Shape Water cantrips (both found in Xanathars Guide to Everything). They count as Warlock cantrips for you, but don't count against the number of cantrips known to you. Eldritch Grasp Also at 1st level, when you roll a critical hit against a target of an attack or cantrip, you may forego the damage bonus to transform your magicks to call upon a hand of stone rising from the ground, which temporarily restrains your target reducing their move speed to zero until the end of your next turn. Drown Starting from 6th level, you may use your action to force a creature that is swimming to make a strength saving throw. On a failed save they are pulled a number of feet equal to five times your spellcasting modifier down into the water. Tunnel Vision At 10th level, whilst you are underground or below sea level (but not indoors or other dark area) you gain darkvision of 120 feet and tremorsense of 60 feet. If a creature you are aware of underground attempts to communicate with the outside through magical or technological means you may use your reaction to disrupt or change this message, mimicking their voice, handwriting or appearance. Choke At level 14, you may force a number of creatures equal to your Charisma modifier to make a constitution saving throw against your Warlock spell save DC (you may willingly fail this saving throw). On a failed save, they are transported to the Plane of Elemental Earth. Once you use this ability you may not use it again until you finish a long rest.

The Corruption (Filth) The Corruption is an Entity focused on the fear of defilement, and is associated with trypophobia. The Corruption frequently manifests using swarms of insects, and is known for transforming its acolytes into hives. The Corruption has many enemies, but it appears to be opposed by The Spider and The Spiral above all others. The Corruption in other settings The corruption is the ultimate defiler, and is frequently associated with insects. Zuggtmoy, the lady of Rot and Decay may make a suitable alternative patron, as could any demon associated with insects (including Beelzebub). Corruption expanded spells The Corruption permits you to 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 Spell level Spells 1st Grease, Ray of Sickness 2nd Barkskin, Protection from Poison 3rd Feign Death, Stinking Cloud 4th Conjure Woodland Beings, Giant Insect 5th Contagion, Insect Plague Bonus cantrips At 1st level you learn Infestation and Poison Spray. They count as warlock cantrips for you, but don't count against the number of cantrips known. Cocoon At 1st level, when you take a long rest a protective cocoon forms around you. A tiny swarm of Insects will leave your body and protect the cocoon, alerting you to any visible danger. Additionally, the cocoon grants a resistance to Bludgeoning, Slashing, and Piercing damage until you complete your long rest. At the end of your long rest, the Cocoon disintegrates. Swarm From level 6, you may conjure a swarm of insects of your choice in a 10 foot cube up to 30 feet away from you for one minute. Creatures that enter this cube must make a constitution saving throw, on a failed save are dealt damage equal to your Warlock level. You may use this ability a number of times equal to your charisma modifier, after which you may not use it again until you finish a long rest. Host From level 10, you may command the swarm to infest a corpse and control it for one hour. If a creature that is Small or Medium dies within 10 feet of you you may use your bonus action to ressurect it as a Zombie under your control. This Zombie moves on your turn. You may use this ability again once your previous Zombie is defeated. Hive At level 14, you are more than your mortal body, you are a home for the swarm. Should you be killed outright, you may use your reaction to allow a swarm of insects (see Monster Manual) to escape your corpse. This swarm may reconstitute your body over the period of a long rest, restoring you to full health points (without any equipment). If this swarm is killed you may not be revived by any means other than True Ressurection. Alternatively, if this swarm of Insects can reduce a medium sized creature to zero hit points it may force that creature to make a constitution saving throw. On a failed save the swarm may burrow into the creatures mind, allowing you to inhabit the creatures body, as if ressurecting via the Reincarnate Spell. Once you use this ability you may not use it again until you complete a long rest, which does not include the long rest used to restore your form. The Dark (The Forever Blind) The Dark is one of the oldest of the Entities, and is empowered by the fear of darkness and night time. The Dark and its allies seek to end the tyranny of the sun and restore the universe to its original form, that of complete darkness and void. The Darkness is most opposed by The Eye, for seeing is antithetical to the endless void of night. The Dark in other settings The Dark is a primordial entity antithetical to the concept of light, whos end goal is to blot out the sun and stars. A powerful creature from the Underdark or plane of Negative energy would be an appropriate patron, or perhaps an exceptionally powerful Vampire. The Dark expanded spells The Dark permits you to 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 Spell level Spells 1st Fog Cloud, Snare(X) 2nd Blindness/deafness, Pass Without Trace 3rd Nondetection, Speak with Dead 4th Evard's Black Tentacles,Locate Creature 5th Antilife Shell, Mislead Eyeless Gaze When you choose this pact at first level, you become accustomed to the darkness in your life and have learnt to live without your natural sight. You gain a darkvision range of up to 120 feet, and while in magical darkness that would hinder darkvision, you gain tremorsense of 30 feet.

Extinguish Also at 1st level, as a bonus action you may snuff out a small or medium sized light source, be it magical or mundane. Additionally, as a reaction, when a creature attempts to produce a light source you may prevent the creation of light. If the light source is created by a spell such as Daylight, you must succeed in a saving throw against the casters spell DC. If the light source is an attack that would cause damage (such as Burning Hands), the spell will still cause damage, but the flame will not illuminate the surrounding area. The all consuming Darkness By level 6 you can no longer be tracked, even by magical means, and as an action may obscure yourself in darkness for a minute, causing disadvantage against ranged attacks made against you. You may use this feature a number of times equal to your charisma modifier per day. Creature of Darkness At level 10 you may use a pact magic spell slot to summon Mr Pitch, an avatar of The Dark. Mr Pitch uses statistics of a Shadow (as seen in the Monster Manual though his health points, Armour Class and attack modifier are increased by your proficiency modifier. Mr Pitch remains for one hour, after which you may not summon him again until you complete a short or long rest. Black Sun At level 14, you can use your action to create the antithesis of light, the Black Sun. The 5 foot orb appears in an area within 100 feet of you, emanating anti-light in a 30 foot radius. For the next minute spells cast in this radius below 6th level relating to fire, lightning, light, healing or radiant may not be cast in the area of the Black Sun (including Channel Divinity and Divine Smite, but not Divine Intervention). Additionally, at the start of your turn you may force one creature in the Black Suns aura to made a constitution saving throw against blindness. Once you use this ability you may not use it again until you complete a long rest. The Desolation (The Lightless Flame) The Desolation is the embodiment of Destruction. It is responsible for the fear of loss, devastation, and fire. The fires of the Desolation are nothing without personal loss, the Desolation burns only that which you love the most. The Desolation is opposed to The Web, for fire has no interest in manipulators. The Desolation in other settings The Desolation is an entity of relentless destruction, and many demons and devils would be an appopriate patron. Though it is closely associated with fire, The Desolation is more focused on devastation than fire itself, so an archfey may be more appropriate in some settings. The Desolation expanded spells The Desolation permits you to 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 Spell level Spells 1st Burning Hands, Searing Smite 2nd Flaming Sphere, Flame Blade 3rd Fireball, Melf's Minute Meteors (X) 4th Wall of Fire, Fire Shield 5th Destructive Wave, Immolation Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 7th Delayed Blast Fireball, Firestorm 8th Incendiary Cloud 9th Meteor Swarm Eldritch Flames From 1st level, when you cast the cantrip Eldritch Blast you may choose to deal fire damage instead of force damage. Additionally, when you roll a critical hit using a weapon or cantrip, the target will be set alight, dealing 1d4 fire damage every turn until the target succeeds on a constitution or dexterity saving throw (their choice). Sacrifice When you choose this pact at 1st level, you may burn an object of value as an offering to The Desolation. You gain temporary hit points equal to the sentimental value of the object destroyed depending on the table below, plus half your warlock level (minimum of 1). Magical Artifacts or other enchanted equipment may not be sacrified to the Desolation. From 10th level the benefits of your sacrifice increase, the dice associated with your sacrifice may also be added to your next ability check, attack roll or saving throw. Objects of value to the Desolation Object Description Dice A common or household item that holda sentimental value 1d4 A gift from a friend or lover 1d6 A family heirloom passed down through at least two generations 1d8 A magical or sacred item holding value to a religion or cult 1d10 An object of deeply personal significance to you or a loved one. 1d12 Flames of Destruction From level 6, when you cast fire spells they can ignore a targets resistance to fire damage, and you may alter any spells that deal force, necrotic or radiant damage so that they instead deal fire damage. The colour of your fires may be burn blue or green if you choose, otherwise will burn orange.

All consuming blaze From level 10, when a creature is killed by you, you may incinerate the body as a bonus action, transforming it into ash, leaving behind any magical items or artifacts in their possession. By consuming the ashes, you may gain temporary hitpoints equal to your Warlock level. When the ash is consumed you also gain surface knowledge and vivid memories of the creature consumed. Once you use this ability you may not use it again until you complete a long rest Body of Wax From level 14 you have become an avatar of the lightless flame. You have immunity to fire damage and any that touch you (unless you permit them) or hits you with a melee attack take fire damage equal to half your warlock level. You appear to be in your physical prime regardless of your true age, and you cannot be aged magically. You can still die of old age, but only if you have not appeased your patron through your Sacrifice class feature for one month. Your wax body is powerful but fragile, and as such you are vulnerable to bludgeoning damage. The End (Terminus) The End is the avatar of Death, representing the final end that awaits all living things, and the fear of this inevitability. The End is the most patient of all powers, and one of the few to have never attempted to influence the world to its own liking, for The End comes to all one day, no matter the terrors they experience in life. The End in other settings The End is a patient entity, neither allying with good nor evil, simply waiting patiently at the end of life to usher beings to the other side. The Reaper, or the Raven Queen are obvious choices for alternate patrons. The End expanded spell list The End permits you to 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. Spell level Spells 1st Bane, Gentle Repose, 2nd Beast Sense, Detect Thoughts 3rd Revivify,Speak With Dead 4th Death Ward, Evard's Black Tentacles 5th Raise Dead, Anti-life Shell Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 7th Ressurection 8th Feeblemind 9th Time Stop, True Ressurection Bonus Cantrips When you take this pact, you learn the cantrips Spare the Dying and Toll the Dead, you may cast these as Warlock cantrips and they do not count against the number of Warlock cantrips you know. Knowledge of the inevitable When you choose this pact, you are granted the knowledge that all things have an end, that all living things will one day be dust and that all must end one day. This knowledge has granted you immunity to Fear, for what could terrify someone with the inevitable fate you have seen? For whom the bell tolls From 6th level, you have learned to observe the signs of when death is approaching. On your turn, you may use your bonus action to open your third eye, and the DM tells you which creatures you can see are below 10 hit points. You may also learn one creatures life expectancy, assuming they will die of natural causes. You may use this ability a number of times equal to your charisma modifier, after which you may not use it again until you complete a short or long rest. Book of Skin From 10th level you have been granted the knowledge necessary to craft a Book of Skin. Over an hour, you may perform a ritual to transfer the soul of a recently deceased creature (that died within the last 10 days) into your book of skin. If the creature has an intelligence of 5 or lower the effect fails. As an action you may read a page of your book of skin to commune with a soul contained within the books pages. Souls summoned from the book retain the knowledge and personality of when they were alive, but are under no magical obligation to share any information when summoned. If the book or a page of the book is destroyed the soul is lost. Once you add a soul to the Book of Skin you may not do so again until you complete a long rest. If your Book of Skin is destroyed you may perform a one hour ceremony to create another one, but you do not regain any lost pages from your previous book. If you chose the Tome Paxt Boon, your Book of Shadows may double as a Book of Skin, its pages transforming into flesh if necessary. Prolonging the inevitable From level fourteen your ability to sense the presence of death has improved, allowing you to intervene to prevent an untimely departure from this world. When an attack or effect would reduce you or an ally to zero hit points, you may treat that turn or effect as a vision of the future. You may then take your turn ahead of this effect (moving ahead in initiative if necessary) and use that turn as you see fit to prevent this untimely demise. Any decisions by creatures before this feature is used may not be changed or rerolled. Once you use this ability you may not use it again until you complete a long rest

The Eye (Ceaseless Watcher) The Eye is a fanatical keeper of knowledge, and represents the fear of being watched, or having your secrets exposed. Creatures in the service of The Eye are granted knowledge in their dreams, and gain the power to compell knowledge from people they talk to. However, this thirst for knowledge will eventually manifest has an addiction, with some Warlocks suffering withdrawal symptoms if they do not feed their patron. The Eye is directly opposed to The Dark, for darkness conceals secrets. The Eye in other settings The Eye is a relentless acquirer of knowledge, indifferent to good or evil, only facts are relevant. A Beholder or Lich of sufficient power would be an ideal pact patron. Alternatively, a deity of knowledge such as Gond or Reorx, or perhaps even the Orc god Gruumsh, could make an appropriate patron. The Eye expanded spell list The Eye permits you to 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 Spell level Spells 1st Identify, Dissonant Whispers 2nd Detect Thoughts, Zone of Truth 3rd Clairvoyance, Speak with Plants 4th Arcane Eye, Divination 5th Geas, Legend Lore Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 6th Find the Path 7th True Seeing 8th Feeblemind,Mind Blank, Telepathy Understanding When you choose this pact, at the start of the day you may choose two tools, languages, or knowledge skills (any skill governed by intelligence, wisdom or charisma), which you become proficient in for the next 24 hours. Note Automatically succeeding on a Persuasion, Investigation or Intimidation roll is Not the same as mind control. There will be some situations where even a successful persuasion roll will not compell a creature to divulge information. Collect Statement From 1st level, Individuals may find themselves compelled to give you information. When you make a Persuasion, Investigation, or Intimidation roll to compel a creature to divulge information, you may choose to treat the dice roll as a 20. You may use this ability a number of times equal to your charisma modifier, after which you may not use it again until you complete a long rest. From the 10th level your powers of persuasion increase. Whenever a target does not divulge information after being compelled using your Collect Statement feature, it takes psychic damage equal to your Warlock level. If the target creature does not have the knowledge you seek the feature has no effect. Rigorous interrogation From level 6, you become adept in obtaining information from unwilling witnesses. When you use a feature or spell that involves telepathy or deals psychic damage, the target creature has disadvantage on any saving throws related to that spell or advantage to hit depending on the nature of the spell. Helpful Guidance From level 10, the knowledge collected by your patron can become available to you. You know Commune and may cast Commune (or Commune with Nature if appropriate) as a ritual without any components. The Watcher's Crown From level 14 you gain the power to see beyond our normal perception. You gain Truesight of 60 feet, and may cast Detect Evil and Good, Detect Magic, Detect Poison and Disease, and Find Traps at will. You also learn the name of any creature you can see, in addition to their warlock patron if they have any Warlock levels. You may also cast Scrying using this feature without using any materials or spell slots, though you may not do so again until you complete a short or long rest.

The Flesh (Visera) The Flesh is the greatest evidence that not all entities feed on the fear of humanity, for the Flesh governs the fear of livestock being bred for meat. It manifests in endless production of meat, and flesh, and the shaping of bodies. The Flesh in other settings The flesh is a creature of hunger first and foremost. Though it lacks the specific theme of meat, the greed and devouring nature of Jubilex may make an appropriate patron for The Flesh in other settings. Alternatively, as The Flesh is spawned from the mass slaughter of cattle, perhaps a chaotic archdruid may be appropriate in certain settings. The Flesh expanded spell list The Flesh permits you to 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 Spell level Spells 1st Cure Wounds, Detect Poison or Disease 2nd Magic Mouth, Ray of Enfeeblement 3rd Create Food and Water, Aura of Vitality 4th Evard's Black Tentacles, Polymorph 5th Awaken, Creation Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 6th Heroes' Feast 8th Clone Butcher's Efficiency When you choose this pact at level 1, you are proficenct with all slashing weapons. Additionally, when you make a melee attack against exposed skin (including natural armour) you may add your charisma modifier to the attack roll. Meat is Meat From 1st level, during a short or long rest you may remove a chunk of your own flesh that can be consumed by yourself or others. Taking a bite of this flesh has the same effect as Goodberry, and the lump of flesh is large enough to feed 10 creatures. 10 minutes after the long rest, the flesh removed has regrown on your body. Growth Starting at 6th level, you may use your regenerative abilities to increase your physical prowess. You may choose for one minute to either become large for one minute(dealing an extra damage dice with each strength based melee attack)or immediately spend a number of hit dice equal to your proficiency modifier. Once you use this ability you may not use it again until you complete a long rest. Flesh Familiar From level 10 you have learnt to manipulate your own flesh. As an action you may divide yourself to create a meat puppet. The flesh familiar has a number of hit points equal to your Warlock level + your Charisma modifier. The flesh familiar shares your initiative count but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it may take is the Dodge action unless you take a bonus action to command it. The flesh familiar shares your ability modifiers and proficiencies, and though they have no mouth they may understand any languages you do. You may use this ability a number of times equal to your charisma modifier, after which you may not use it again until your flesh familiars have expired. Flesh familiars have a natural lifespan of one week. When a flesh familiar dies, you retain all of the knowledge it learnt up to that point. Bone Turner At level 14, you may manipulate and alter your own body to suit your purposes. At the start of the day, you may move up to 4 points from your ability scores into any other ability score. You may not use this ability to raise an ability score beyond 20, and all of your ability scores must remain higher than 5. You may also use this ability to cast Alter Self, without using a spell slot. Once you use this ability you may not use it again until you complete a long rest. Notes on Spellcasting It is recommended that certain spells be reflavoured to suit the bodyhorror nature that is The Flesh. Evard's Black Tentacles for example could be made of body parts instead of the ebony tentacles described, and the food and water created by Create Food and Water might have more eyes than one would normally expect from your dinner. The Hunt Like The Dark, The Hunt is a primordial fear that stems from the days of humanities ancestors, when mankind had to fear predators in the night. The Hunt is frequently associated with Vampires, one of the few true predators of humans. The Hunt is opposed to all other entities, viewing them all as targets. The Hunt in other settings The Hunt is the closest thing to a 'good' patron among the entities, it seeks to destroy creatures of the night, but is largely invested in the thrill of the chase. Baphomet may be an appropriate patron for a Warlock of The Hunt, though deities symbolising hunting like Malar or even Justice deities like Bahamut may be appropriate in some settings.

The Hunt expanded spell list The Hunt permits you to 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 Spell level Spells 1st Alarm, Hunter's Mark, 2nd See Invisibility, Pass Without Trace, 3rd Nondetection, Haste 4th Freedom of Movement, Locate Creature 5th Planar Binding, Seeming From 1st level you gain proficiency in Martial and Improvised weapons, medium armour, and shields. Additionally, you may use your spellcasting modifier when fighting with improvised weapons. Prey Once you choose this pact at 1st level, as a bonus action you may focus your bloodlust against one creature within 30 feet of you. When you target this creature you gain the following benefits. You deal bonus damage equal to your proficiency bonus.

Any attack rolls made against the target is a critical hit on a 19 and a 20

If the target dies on your turn, you may take another action. You may use this feature again when you complete a short or long rest. Stalker By level 6, should the target of your Prey ability escape, you may attempt to track them as if casting Locate Creature without spending a spell slot. If your prey is is in another form (such as under the effects of Polymorph), This feature will instead locate the targets last place of rest instead. You may use this ability once per short rest for one week, or until you use Prey on another creature. Sense the abnormal From level 10, you may open your senses and become aware of the location of any celestial, field, undead or aberration within 60 feet, in addition to learning the precise location of your Prey should they be within 60 feet. If such a creature is disguised in human form you instead learn that that human is not as they appear to be (though you do not learn of the creatures true nature). If the creature is not disguised, you may also learn the creatures Armour Class or current Hit Points. You may use this ability a number of times equal to your Charisma modifier, after which you may not use it again until you complete a long rest. Vicious Strike From level 14, you have become the master of ambushing and pre-emptive strikes. If you attack your Prey before it has become aware of your presence, your first weapon attack against them deals an extra 4d6 radiant, necrotic or force damage (your choice). The Lonely (The Foresaken) The Lonely governs the fear of isolation, and is known to strand its victims in clouds of fog and mist. Like The Dark, there is significant overlap between The Lonely and other powers that thrive on isolation, and it appears The Lonely works alongside many other entities. The Lonely in other settings The lonely is a cunning manipulator that seeks to isolate individuals to feed upon their paranoia. A sufficiently powerful Mind Flayer could be an ideal choice in other settings, or perhaps Fraz-Urb'luu, a demon lord of manipulation. The Lonely expanded spell list The Lonely permits you to 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 Spell level Spells 1st Entangle, Fog Cloud 2nd Arcane Lock, Pass Without Trace, 3rd Blink, Non-detection 4th Greater Invisibility, Mordenkainen's Private Sanctum 5th Mislead, Planar Binding Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 6th Word of Recall 7th Mirage Arcane, Sequester 8th Maddening Darkness 9th Imprisonment Solitude When you choose this pact at first level you learn to rob a creature of their senses. On a critical hit, you may choose to forego the bonus damage in exchange for forcing the target creature to make a wisdom saving throw. On a failed save, the creature becomes unable to sense the presence of other creatures until the end of your next turn, granting disadvantage on attack rolls until the end of your next turn.

Hidden Watcher Starting at 6th level, you may cast invisibility on yourself at will, without using material components. You may use this feature a number of times equal to your charisma modifier, after which you may not use it again until you complete a long rest. Isolation Starting at 10th level, you may use your reaction to prevent magical and mundane communication across distances or with divine entities by creatures you can see, such as Sending, Contact other Plane, or Commune with Nature. You may use this feature a number of times equal to your charisma modifier, after which you may not use it again until you complete a short or long rest. As part of this reaction, you may choose to either alter the sent message or forge a reply that the caster receives. In either case, the recipient may make a Wisdom (Insight) check against your spellcasting modifier to determine if they are being deceived. Leave me alone. At level 14, you may retreat into a state of isolation or remove creatures that threaten you from your presence. When an attack reduces you to below half of your maximum health points, you may immediately use your reaction to cast Etherealness on yourself at 7th level without expending a spell slot. Alternatively, you may use this ability to cast Banishment at 9th level without using a spell slot or material components. Once you use this ability you may not use it again until you finish a long rest. The Slaughter The Slaughter is the entity governing the fear of mindless violence. It is frequently involved in war and conflict, though it can manifest in any environment, causing people to begin slaughting their friends and foes alike as if to the music of the pipes of war. The Slaughter in other settings Avatars of The Slaughter are driven by a sense of mindless violence, and so Yeenoghu, the Gnoll god of mindless violence would be an ideal choice for alternative patrons of Warlocks of The Slaughter. The Slaughter expanded spell list The Slaughter permits you to 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 Spell level Spells 1st Compelled Duel, Tasha's Hideous Laughter 2nd Barkskin, Beast Sense 3rd Elemental Weapon, Feign Death 4th Freedom of Movement, Phantasmal Killer 5th Cloudkill, Raise Dead Bloodlust From 1st level The Slaughter has taught you to ignore pain. While unarmoured, your armour class equals 10 + your dexterity modifier + your constitution modifier. You also become proficient in improvised weapons, and may use your Charisma modifier instead of Strength or Dexterity to determine damage when using improvised weapons. You may not use this benefit while holding a shield. Fuelled by Violence Also from 1st level, when you kill a creature with a melee weapon you restore hit points equal to your warlock level + your Charisma modifier. Indiscriminate murder From level 6, when you make a melee attack against a target you may use your bonus action to harm another creature of your choice that you can see within 5 feet of you, dealing damage equal to your warlock level. Psychotic Resolve From the 10th level, when an effect would force you to lose concentration on casting a spell that causes damage, you may choose to automatically succeed the concentration roll, disregarding the distraction of pain. Once you use this ability you may not use it again until you finish a short or long rest. The Beat of the War Drum From level 14 you may fill the air with the song of violence and slaughter. As an action, you can force all creatures in a 30 foot radius to make a wisdom save. For one minute, every creature that failed the saving throw must attack the nearest creature to them (chosen at random if multiple options). When a creatures hit points are reduced to half of its maximum, they may reattempt this saving throw. Once you use this ability you may not use it again until you complete a long rest.

The Spider (Mother of Puppets) The Spider (sometimes referred to as The Web) is more than just the entity of arachnophobia, it is also an entity of manipulation and control, the ultimate puppet master. The Spider finds itself a natural ally of The Eye, as one collects information and the other uses it to manipulate. As a patron, the Spider relies on manipulating others to achieve its goals, its every move part of a calculated goal in its grand game: Are you a Knight, or a Pawn? The Spider in other settings The most obvious choice for a spider themed patron in other settings would be Lolth, or perhaps a Drow Matriarch would be an appropriate patron. However, the Mother of Puppets is primarily a manipulator and keeper of secrets, and so (like The Eye) a Beholder may also be a choice worth considering. The Spider expanded spell list The Spider permits you to 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 Spell level Spells 1st Compelled Duel, Dissonant Whispers 2nd Web, Detect Thoughts 3rd Clairvoyance,Nondetection 4th Dominate Beast, Giant Insect 5th Mislead, Modify Memory Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 9th Weird Master Manipulator From the first level you have become skilled as deceiving others. You know the Friends Cantrip which does not count against the number of Warlock Cantrips you know. Additionally, when you use the Friends cantrip, the target must make a successful insight roll against your Spell DC in order to determine if they were manipulated by magic. Keeper of Gossip The Spider collects information that it may use to manipulate others, which you have access to when you take this pact at level 1. As an action you may probe its library for scandals and secrets related to a humanoid you have seen and know the name of. The Spider may respond with with a short phrase, a cryptic reply, or even a half-truth if that suits it's goals more than a direct answer. You may not use this abilty on the same creature until you finish a long rest. Friend of Spiders From 6th level, you learn to talk to spiders, and as an action you may summon call 1d6 spiders to your aid for one hour or 1d4 giant spiders. These spiders act on your initiative and obey your commands, but you do not have direct control over them. As an action you may see through the eyes of spiders you have summoned until the end of your next turn. After you use this ability you may not use it again until you complete a long rest. Dark Secrets From 10th level you gain the power to see into the fears of others. As an action you can force a target to make a wisdom save. On a failed save you learn that creatures darket secrets and fears, in addition to knowledge of any weaknesses or vulnerabilities they possess. Once you use this ability you may not use it again until you complete a short or long rest. Puppet Master From level 14 you learn to manipulate even the unwilling. When you touch a creature you may force it to make a constitution save. On a failed save, the target is bound by invisible strings that attach to your hand. For one hour, you have complete control over this creatures body (you may even compel them to speak). Other creatures must make an investigation check against your spellcasting modifier to determine that your target is being manipulated. Creatures manipulated by this ability make all ability checks and attack rolls with disadvantage, and upon taking damage may make additional constitution saves to escape this effect. Once you use this ability you may not use it again until you complete a long rest.

The Spiral (The Twisting Deceit) The Spiral is an entity that manifests in lies and chaos. It is associated with schizophrenia, disorientation and the feeling your mind is lying to you, and manefests in fractal geometry and twisted shapes. The Spiral is the master of an impossible maze, in a land that does not truly exist. The Spiral in other settings The Spiral is as much a place as it is a creature. It exists as an endless maze that can entrance people into it. It may be worth considering a plane of existance as the patron in this case, perhaps the prison realm of Carceri or the mad realm of Pandemonium could be considered as a patron. The Spiral expanded spell list The Spiral permits you to 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 Spell level Spells 1st Dissonant Whispers, Longstrider 2nd Pass without Trace, Zone of Truth 3rd Leomund's Tiny Hut, Nondetection 4th Compulsion, Mordenkainen's Private Sanctum 5th Mislead, Planar Binding Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 7th Mordenkainen's Magnificent Mansion 8th Maze 9th Gate , Imprisonment Fractal Magic When you take this pact option at level 1, you learn to distort and twist your magic into fractals. Using your bonus action, you may split the focus of an attack spell that would target only one creature between up to three creatures. You must make an attack roll for each creature, though damage dice are only rolled once, and the total damage is split equally between all targets (rounding down). The decision to divide the spell or cantrip must be made before the attack roll is made. You may use this feature a number of times equal to your charisma modifier, after which you may not use it again until you complete a short or long rest. Unknowable madness As a master of lies and insanity, your mind is unclear and difficult to read. At 1st level, when a creature successfully casts a spell to attempt to read your mind, you may force them to make a wisdom saving throw against your spellcasting DC. On a failed save they learn only what you wish them to see, and instead take psychic damage equal to your Warlock level. Hands of Bone At 6th level you may distort your own shape to create talons of bone that protrude from your hands. Using a bonus action, your unarmed strike becomes a d8 melee weapon with a reach of 10 feet, which may use your spellcasting modifier for attack and damage rolls. After one minute your hands return to their normal form. You may use this ability a number of times equal to your charisma modifier, after which you may not use it again until you finish a long rest. Twisting labrynth From the 10th level you have learnt to interfere with supernatural movements. As a reaction to a creature casting a teleportation spell (such as Misty Step or Dimension Door) within 30 feet if you, you may force the creature to make a Wisdom saving throw before they are teleported. On a failed save, you may change the targets destination to anywhere you can see or are familiar with within the range of the spells initial range. Corridors of Insanity At level 14 you are granted access to your patrons infinite maze of madness. Choose a target you can see that is currently not involved in combat. It must make a Wisdom saving throw against your spell save DC, on a failure the creature is beckoned through a doorway in the nearest wall that only you and they can see. The creature is trapped in a nightmarish fractal maze for one week, after which they can reattempt the wisdom saving throw in order to find the door. You regain the use of this ability when your target escapes the maze. The maze can be left prematurely through the use of Teleport Circle, Teleport or Wish spells.

The Stranger ("I Do Not Know You") The Stranger is the entity governing the uncanny valley, the feeling of fear when a face is very close to being human, but very slightly off or wrong. This entity is associated with taxidermy, manequins, and the circus, its chief weapon being to blend in replacing your family and friends. The Stranger is opposed to The Eye, as knowledge is contradictory to The Strangers existance. The Stranger in other settings As another patron focused on manipulation and deceit, Fraz-Urb'luu may be another ideal choice for Warlocks seeking a pact with The Stranger in other settings, or the shapeshifting Graz'zt. Alternatively, as The Stranger is a creature of the uncanny, perhaps a powerful shapeshifter or Yuan-Ti may be appropriate. The Stranger expanded spell list The Stranger permits you to 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. Spell level Spells 1st Tasha's Hideous Laughter, Longstrider 2nd Phantasmal Force, Moonbeam 3rd Animate Dead,Speak With Dead 4th Confusion, Polymorph 5th Animate Objects, Modify Memory Bonus Mystic Arcanum When you make your Mystic Arcanum selections, the following spells are also available to you at the appropriate level Mystic Arcanum Spell Level Spell 7th Simulacrum 8th Mind Blank 9th Shapechange Uncanny Familiar When you choose this pact at the 1st level, you learn to animate dead creatures to do your bidding. As an action you may touch a medium or creature of challenge rating of up to half your warlock level. For one hour this creature will serve you as if summoned by Find Familiar, after which the effect ends and the creature will become inanimate. Creatures animated in this manner gain the ability Horrific Visage or False Appearance (your choice), but lose the ability to communicate verbally. If the creature has been dead for two weeks the carcass will be too rotted to be reanimated. You may use this ability a number of times equal to your charisma modifier, after which you may not use it again until you complete a long rest. Shape of the damned Starting at 6th level, when you reduce a humanoid creature to zero health points you may cast Alter Self to transform into an uncanny resemblence of the creature. You also gain surface knowledge of that creatures life sufficient to replace them in day to day interactions, and creatures familiar to your disguise have disadvantage on investigation or insight rolls against you. The DM chooses one individual close to the creature you have impersonated, they are able to see through it without a skill check (though they will likely have a hard time proving their claims that you are not who you say you are). Thrall From the 10th level you have learnt to create allies from any material. As an action you may channel your eldritch magics into an inanimate object. This animate object rolls initiative and acts on its own turn, but obeys verbal commands to the best of its ability. Choose an appropriate stat block from Animated Armour, Flying Sword, Rug of Smothering, Gargoyle, or Scarecrow. As an action, you may transfer your consciousness to your summoned creatures, losing control of your own body when you do. False Appearance and Unsettling Visage False Appearance While the creature remains motionless it is indistinguishable from an inanimate object. Unsettling Visage When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You may use this ability once you finish a short or long rest. .