Otherworldly Patrons created by /u/acenm5 The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. La Dominatrique You have entered a secretive sect of female warlocks who wish to rule the world through utter domination. These women have no illusions, however. They know that ruling outright could spark hatred, so they attempt to control everything from the shadows and city underbellies. La Dominatrique herself, a leader with vast amounts of power, has never been seen, but her followers obey every word that she gives through the Sisters. The Sisters are girls of different races that almost seem to be parts of La Dominatrique, but they change as soon as they get older and lose their beauty. In time, maybe even you could be considered as a Sister. If you are Male: Male members are not unheard of, but only one ever became a Sister. This was long ago, and he has since died. Entering as a male usually involves a crazy story, such as saving one of the Sisters or accidentally drinking the magical brew of the Pulchritudination, which gives feminine qualities. Expanded Spell List When initiates are proven to be faithful to her cause, La Dominatrique shares her magic with them through a ritual called the Pulchritudination. It involves ingesting an alcoholic brew of lily petals, broth from the skin and bones of men, strawberries, cocoa, and the blood of the Sisters. The next morning, those who wake up will find themselves more beautiful and attuned to the magic of pain and control. La Dominatrique Expanded Spells Spell Level Spells 1st command, dissonant whispers 2nd enlarge/reduce, heat metal 3rd slow, tongues 4th compulsion, dominate beast 5th dominate person, geas Crack That Whip Once you choose this patron, you gain proficiency with whips. You also know the thorn whip cantrip, which does not count against the number of cantrips known. When you use an action to cast a cantrip that involves an attack roll, you can use a bonus action to make one weapon attack with a whip you’re holding. Whip statistics are below for convenience: Whip: 2 gp / 1d4 Slashing / 3 lbs. / Finesse / Reach Assumption of Power At 6th level, La Dominatrique notices your worth and gifts you with abilities that she usually keeps to herself. Once per short or long rest, you may change the effect of one of these 13 playful spells when you cast it with a warlock slot. Options are shown below. ("Add:" means the original description applies, but an additional effect or change is explained.) If you have a similar spell outside of the Player's Handbook that seems appropriate for this list, you may ask your DM to let you add it and an assumed effect for it. Make sure you clear the effect with your DM before using it in-game. Name of Spell Assumed Effect charm person Add: the charmed creature(s) will not know they were previously charmed command Add: Suffer. the target(s) must succeed the Wisdom saving throw or use their entire next turn to take 1d10 psychic damage compulsion Add: limitation on danger is removed, but the creatures roll another save each time they take damage from moving into hazards crown of madness Add: the creature only gets to make one additional saving throw against this spell; in addition, once per turn, the creature can deal extra damage when it rolls damage after an attack. The extra damage is equal to your Charisma modifier + warlock level dominate beast Add: the creature does not get to make any additional saving throws against this spell dominate person Add: the creature does not get to make any additional saving throws against this spell dissonant whispers Add: as long as the creature isn't deaf, this spell succeeds and deals +3d6 dmg enthrall Add: creatures that had to make the throw are not openly hostile to you for the duration fear Add: affected creatures see safe havens as danger and vice versa for the duration geas Add: if the creature fails a secondary Constitution save, it loses all resistances but not any immunity that it has heat metal Add: the object melts onto the creature, effectively making dropping it impossible suggestion Add: limitation on danger is removed tongues Add: as a bonus action on each of the target's turns, they may deal 2d8 thunder damage in a 30-foot cone, or half as much with a successful Constitution save against your warlock spell DC by those in the cone 1

Scary Face Once you reach 10th level, the things you can do are scarier than the things you have seen. You are immune to being frightened. Also, when a creature enters your threatened space (remember this is 10 feet with a whip) you may use your reaction to have the creature roll a Charisma save against your warlock spell DC. If failed, the creature is frightened by you until the beginning of it's next turn, but has advantage when attacking your allies (cancelling out the disadvantage from fear.) If the creature succeeds the save, this feature can no longer be used on them. Stockholm's Best Trick Beginning at 14th level, you have learned how to use fear as a powerful motivator, and may have even heard La Dominatrique praising your superb talent, since she can speak telepathically with her followers. When you succeed in making a creature frightened of you, you may instead have the creature be affected by a mental enslavement with these specific conditions: the effect lasts for 1 year

the creature loses all memories of its existence

the creature is charmed by you, even if immune

the creature will obey your verbal orders

you may order the creature to harm itself once per day

you may not order the creature to kill itself

you may order the creature to do very dangerous things

damage dealt to it by you or your allies is nonlethal

the creature must serve and protect you at all costs This effect ends early if you use this feature again or the creature dies. If the previous slave is alive when you use this feature, it immediately regains all of its health and enters a rage, attacking you if possible. Once you use this feature, you can’t use it again until you finish a long rest. Rage is explained on PHB pg. 48, but here is a small summary: while not wearing heavy armor, the rager has advantage on Strength checks and saving throws; resistance to piercing, bludgeoning, and slashing damage; and +2 to damage rolls made using Strength. The Space Between The patron you follow is the will of the void beyond your reach. It chose you as the vessel of its true and righteous power, gifting you with the Fistful of Night, a power that simulates night in even the brightest day. Space surrounds us all, and it was forced to watch life go on while being unable to affect anything. That is, until a few warlocks learned how to tap into its desire to give themselves otherworldly powers. Now it works through these vessels to perform acts it believes are good, but sometimes its definition of good is skewed. Expanded Spell List The Space Between allows its prophets access to the void of space and spells that can quickly leave enemies in ruins. It enjoys giving options for seeing into places that it has ease looking at, as well as protecting one's physical form. Space Between Expanded Spells Spell Level Spells 1st guiding bolt, feather fall 2nd rope trick, aid 3rd blink, sending 4th flame shield, arcane eye 5th circle of power, passwall Fistful of Night After choosing this patron, you gain the ability to use the Fistful of Night (FoN). As a bonus action, you may activate or deactivate your FoN. Traits apply depending on its state: Active: You are able to take advantage of the Space Between and use its patron abilities. Your vision perceives the world as if it were in a constant night, complete with stars above you even while inside. All light turns to darkness. Light sources appear unchanged, but they shed no light outside of themselves. Darkvision, Devil’s Sight, etcetera work as they normally would in this darkness. You lose any sunlight sensitivity that you have. Inactive: You are unable to take advantage of the Space Between and use its patron abilities. Your vision is normal. You gain sunlight sensitivity (stated below for convenience). Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. The Fistful of Night spreads small, twinkling stars across your forearm that are equal in number to your warlock level × 3 plus your Charisma modifier × 2 (minimum of 0 from Charisma). For example, a level 3 warlock with a Charisma modifier of +3 has 15 stars at their disposal. These stars are used for your other patron abilities, so keep track of them. The Fistful of Night also affects your appearance. Stars may be present in your eyes, and your skin could become darker. Stardust At first level, you can undo some harmful effects. As an action, you can point at a creature you can see within 120 feet and expend 5 stars to immediately remove one of the following negative conditions from that creature: blinded, charmed, deafened, dying, fatigued (one level), frightened, paralyzed, or stunned. You may target yourself. If you are stunned or paralyzed, you may expend 15 stars, gain a level of exhaustion, and not move for that turn in order to end that effect. Stardust cannot remove effects caused by physical or spell hazards that are still affecting the creature, such as blindness from standing in a cloud of fog. The stars return after a long rest. Elevator to Heaven At 6th level, your desire to reach the heavens has peaked. As a bonus action on your turn, you may instantly rise 30 feet straight up. This ends your movement for the turn and does not provoke opportunity attacks. If there is a ceiling or other barrier, you either stop at it or burst through it (up to DM discretion). Once your turn ends after using this ability, 2