Patrons of Oblivion The Daedric Princes are known most for their dealings with mortals as opposed to their Aedric counterparts. Though the princes vary in power, any mortal has the possibility of recieving great abilities from them, at a price.

Table of Contents Azura - Dusk, Dawn, Vanity, Egotism...........................................1

Boethia - Betrayal, Deceit, Conspiracy Assassination..............1

Clavicus Vile - Trade, Wishes, and Pacts.....................................2

Hermaeus Mora - Forbidden Knowledge, Fate..........................2

Hircine - Hunting, Werewolves, Beasts........................................3

Malacath - Orcs, Curses, Scorn.....................................................3

Mehrunes Dagon - Destruction, Change, Revolution................4

Mephala - Lies, Spiders...................................................................4

Meridia - Light, Life, Anti-Undead.................................................5

Molag Bal - Domination, Enslavement, .......................................5

Namira - Cannibalism, Vermin, Revulsion..................................6

Nocturnal - Darkness, Thieves, Beggars, Luck..........................6

Peryite - Tasks, Disease...................................................................7

Sanguine - Partying, Debauchery, Indulgences..........................7

Sheogorath - Madness.....................................................................8

Vaermina - Dreams, Nightmares...................................................8 Azura Your prince is the Queen of Dusk and Dawn, she who oversees the beginning and the end of each day. Commonly worshipped by the Dunmer, and considered by the Khajiit to have been their creator. A wise but cruel mistress, those who seek her as their patron must follow the duality of the sun and moon. Expanded Spell List Azura lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Azura Expanded Spells Spell Level Spells 1st Bane, Bless 2nd Augury, Darkvision 3rd Bestow Curse, Daylight 4th Divination, Greater Invisibility 5th Commune, Dispel Evil and Good New Day's Blessing Starting at 1st level, you become reinvigorated when Azura's influence is strongest. Once per long rest, at dusk or dawn, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).











Clouded Sight Starting at 6th level, you've learned to take advantage of the lighting around you to blind your opponents. When a creature makes an attack roll against you, you may use your reaction to force a Constitution saving throw against your spell save DC. On a failed save, they are blinded until the beginning of your next turn. This blindness is a flash of bright light or darkness surrounding their eyes depending on the surrounding lighting. This fails against creatures that do not rely on sight.

Once you use this feature, you cannot use it until you finish a short or long rest. Inner Eye's Truth At 10th level, you gain the ability to fully assess another creature's motivations and character by weaving subtle magic into your words. After speaking to another creature for 10 minutes, you can get a full assessment of that creature's alignment. After 20 minutes of conversation, you can read the creature's surface thoughts. The creature must have an Intelligence higher than 3 and be able to understand you. You also have advantage on insight checks and have immunity against being blinded. Azura's Star At 14th level, Azura grants you Azura's Star, a ornate, star-shaped ornament with a lavender gem in the center. When a creature that you dealt damage to dies within 30 feet of you, its soul gets trapped in the Star. Once a soul is in the star, there is a number of things you can do with it. Each option requires an action to perform unless specified.

Extract Information. You can interrogate the soul for any information it knew in life, provided it is capable of communicating. The spells tongues and speak with animals can be used when appropriate. The soul must answer all questions you ask it truthfully to the best of its ability.

Energy Absorption. You can expend the soul contained in the Star to heal yourself. You heal 1d8 multiplied by the CR of the creature, restoring a minimum of 1 hit point.

Item Recharging. If you have a magical item that can be recharged, you can expend the soul to recharge half of the item's maximum charges as a bonus action.

Dispel. You allow the soul to pass on to the afterlife without using it.

Only one soul can be held in the star at a time, but can be held in there indefinitely. A creature cannot be resurrected while its soul is within the Star. After using or dispelling it, you cannot absorb another soul until the following dawn. Boethia It would be unwise to trust a warlock of Boethia. Your prince is that of murder, treason, betrayal, and unlawful overthrowing of authority. Boethia is known as a great warrior among Daedric kind, and his followers are no different. Though not necessarily evil, many good people have fallen at his servants' blades. 1

Expanded Spell List Boethia lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Boethia Expanded Spells Spell Level Spells 1st Compelled Duel, Inflict Wounds 2nd Flame Blade, Pass Without Trace 3rd Nondetection, Stinking Cloud 4th Fire Shield, Stoneskin 5th Mislead, Passwall Betrayer's Strike Starting at 1st level, you learn the true power of manipulating others' good will. If you attack a creature who is currently friendly towards you, your first strike is an automatic critical hit. Does not work on charmed creatures. Boethia's Kiss Starting at 6th level, whenever you make a melee weapon attack or melee spell attack you can make the target take additional poison damage equal to half your warlock level and make a Constitution saving throw versus your spell save DC. On a failed save, the target's maximum hit points is reduced by the total amount of damage you did until they take a short or long rest.

Once you use this feature, you cannot use it again until you finish a short or long rest. Hidden Paranoia Beginning at 10th level, you gain expertise in Persuasion and Deception, and have advantage on saves against being charmed. Power of Betrayal Beginning at level 14, you gain a rush of power directly from Boethia whenever you harm someone who trusts you. When you use your Betrayer's Strike, you can grant yourself +1 to all attack and damage rolls until your next long rest. This effect can stack up to 3 times. Clavicus Vile Wishes and deals - this is what your patron is known for. Infamous for his frequent dealings with the affairs of mortals, Clavicus Vile's chaos knows no bounds. Regardless of what you ask of him, however, know this: Everything has a price. Expanded Spell List Clavicus Vile lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

















Clavicus Vile Expanded Spells Spell Level Spells 1st Animal Friendship, Disguise Self 2nd Detect Thoughts, Zone of Truth 3rd Feign Death, Speak With Dead 4th Compulsion, Mordenkainen's Faithful Hound 5th Animate Objects, Modify Memory Vile Words At 1st level, your connection to Clavicus Vile allows you to imbue your words with magic to suit your needs. You gain the Vicious Mockery cantrip if you don't already know it, and you gain advantage on any Persuasion checks involved in buying, selling, or trading. Exchange of Opportunity At 6th level, you can use a reaction when a creature attacks you you can grant it advantage on the attack roll. In exchange you have advantage on the next attack roll you make against it, and it has disadvantage on saves you impose on it until the end of your next turn.

Once you use this feature, you cannot use it again until you finish a short or long rest. Bittercup Starting at 10th level, you feel your skills shift somewhat. You can increase one stat by 2, and decrease another by 2. This can bring a stat above 20, but not below 1. Dark Dealings Beginning at 14th level, you learn to summon a servant to help you in your dealings. You can use a small piece of your soul and have it take the form of a CR 1 or lower beast, fey, or fiend of your choice. The ceremony to summon your servant takes 1 hour. It takes on all the abilities that are fitting of the creature it resembles. It is able to speak telepathically with you and can be summoned to you as an action if it is on the same plane as you. You can dispel the creature as an action. Should you dispel it or it dies, you can repeat the ceremony to bring it back. Hermaeus Mora If knowledge is what you with for, seek out Hermaeus Mora. He watches over the tides of Fate, knowing nearly everything that is, was, and perhaps even what will be. Those who follow him to the depths of knowledge are often succumb to the madness that comes from it. Expanded Spell List Hermaeus More lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 2

Hermaeus Mora Expanded Spells Spell Level Spells 1st Dissonant Whispers, Identify 2nd Augury, Phantasmal Force 3rd Clairvoyance, Sending 4th Arcane Eye, Evard's Black Tentacles 5th Telekinesis, Legend Lore Ancient Knowledge At 1st level, you may pick between Arcana, History, Nature, Religion, and gain proficiency and expertise with that skill. You can change this skill at the end of a long rest. In addition, Intelligence is your spellcasting ability in place of Charisma. Whispers of Old At 6th level, you begin to gain knowledge that you didn't have before from an unknown source. When making any Arcana, History, Nature, Religion, or general Intelligence check, you can use this feature to add a d10 to your roll.

Once you use this feature, you cannot use it again until you finish a short or long rest. Protected Knowledge Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also can choose two spells or cantrips from the wizard spell list, up to level 2. These are treated as warlock spells for you. Black Book At 14th level, Hermaeus Mora grants you one of his Black Books. It is a large tome bounded in black leather from an unknown creature with Hermaeus Mora depicted on the cover. Only you can read the Black Book, and anyone else who tries sees nothing but incomprehensible runes. Upon reading the book for the first time, you can now choose from the Wizard spell list for your Mystic Arcanum spells. In addition, you have the option to change the Mystic Arcanum spells you gained at 11th and 13th levels to ones from the Wizard spell list.

Should you die, or your Black Book is 30 ft away from you for more than 5 minutes, it will be reclaimed by Hermaeus Mora. You can summon it back to you as a bonus action.

Hircine The Lord of the hunt and all those who participate. Patron of hunters and werecreatures, few can match the ferocity of him and his followers. Beware when fighting one of Hircine's servants, for it's not uncommon for the hunter to become the prey. Expanded Spell List Hircine lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.













Hircine Expanded Spells Spell Level Spells 1st Hunter's Mark, Longstrider 2nd Darkvision, Pass Without Trace 3rd Haste, Leomund's Tiny Hut 4th Dominate Beast, Polymorph 5th Commune with Nature, Tree Stride Hunter's Instinct Starting at 1st level, you gain proficiency in Survival if you do not already. You also have advantage on Perception checks reliant on hearing or scent. Hunter's Focus Starting at 6th level, you learn to make your strikes more precise. Once per short or long rest, if you miss an attack, you can reroll it. Hunter's Ferocity Beginning at 10th level, Hircine's incluence allows you to attack more often, but with less accuracy. Whenever you make an attack roll on your turn, you can use your bonus action to cast a spell with a casting time of 1 action as a bonus action. You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all charges on a short or long rest. Bloodmoon Rites At level 14, you are granted Hircine's greatest gift of all - lycanthropy. At midnight following the moment you reached 14th level (if the moon is not visible, it will occur when it is) you must shed your own blood in the wilderness, far from civilization. Then you must choose to become a Werebear, Wereboar, Wererat, Weretiger, Werewolf, or some other werebeast specified by your DM. You will transform immediately, acting in a way befitting a feral beast until sunrise, where you will turn back. You will then follow all other normal lycanthropy rules. If you are already a lycanthrope, you can change what kind of lycanthrope you are should you choose to do so. Malacath Prince and patron of the Pariah Folk, more commonly known as Orcs. Having been transformed into a vile appearance by Boethiah, his followers the Orcs suffered a similar fate. A warlock of Malacath does not have to be an orc, but must understand suffering. And they must be stronger because of it. Expanded Spell List Malacath lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 3

Malacath Expanded Spells Spell Level Spells 1st Compelled Duel, Wrathful Smite 2nd Barkskin, Spiritual Weapon 3rd Bestow Curse, Slow 4th Fabricate, Stoneskin 5th Antilife Shell, Destructive Wave Curse of the Scorned All those who serve Malacath must share his curse. Starting at 1st level, unless you are an Orc, your face twists into a malformed shape. You grow thick fangs and your brow and mouth twist into a permanent look of scorn. You gain proficiency in Intimidation. In addition, you can target one creature you can see within 30 feet of you and they can make a Wisdom saving throw against your spell save DC. On a failed save, they are frightened of you for 1 minute or until they are attacked. At the beginning of each of their turns, they can make a Wisdom saving throw to end the effect early.

Once you use this feature, you cannot use it again until you finish a short or long rest. Exploit Weakness Starting at 6th level, when you force one or more creatures to make a saving throw, you can select one affected creature. That creature automatically fails its saving throw.

Once you use this ability, you cannot use it again until you finish a long rest. Strength from Suffering At the beginning of 10th level, you can channel the strength of Malacath. For 1 minute, your Strength increases by 4, to be used for all Strength rolls or checks.

Once you use this ability, you cannot use it again until you finish a long rest. Berserker Rage Any servant of Malacath must be as resilent as they are powerful. At 14th level, for 1 minute, you have resistance to all damage except psychic damage, and have advantage on all Strength, Dexterity, and Constitution saving throws.

Once you use this feature, you cannot use it again until you finish a short or long rest. Mehrunes Dagon Dagon has power over natural disaster and destructive events that will change the world. Mehrunes Dagon has been known to invade Tamriel on several occasions. The actions of him and his followers have changed the course of entire empires, for better or for worse. Expanded Spell List Mehrunes Dagon lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.











Mehrunes Dagon Expanded Spells Spell Level Spells 1st Chromatic Orb, Thunderwave 2nd Gust of Wind, Scorching Ray 3rd Call Lightning, Fireball 4th Ice Storm, Wall of Fire 5th Cloudkill, Destructive Wave Destructive Tendencies At 1st level, you can already begin to feel your control over the elements grow. You may add one of the following cantrips to you spell list: acid splash, fire bolt, produce flame, ray of frost, or shocking grasp. This is considered a warlock spell for you and does not count against your cantrips known.

In addition, you deal double damage to objects and structures. Seep Through the Cracks Beginning at 6th level, you can temporarily bypass the elemental resistances and immunities of your enemies. If a enemy targeted by one of your damaging spells is resistant or immune to acid, cold, fire, lightning, poison, or thunder damage, you can make them take normal damage from your spell.

Once you use this ability twice, you cannot use it again until you finish a short or long rest. Elemental Affinity Beginning at 10th level, you become both resistant to and more potent with the destructive elements of the world. At the end of a long rest, select from acid, cold, fire, lightning, poison, or thunder. You gain resistance to that type of damage and your spells of 1st level or higher that deal that type of damage deal 1d4 additional damage per level of the spell. This lasts until your next long rest, where you can select the same or different option. Oblivion Storm Starting at 14th level, your destructive power reaches its peak. When you cast a warlock spell of 3rd level or lower that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, make a DC 15 Constitution saving throw. On a failed save, you take the full damage of the spell you were trying to cast, and the spell otherwise fails. On a successful save, the spell works as normal. The save DC for this ability increases by 5 each time you use this feature until you finish a long rest. Mephala The spinner of lies and the one who sows the seeds of deciet in mortals, Mephala is an interesting and mysterious patron. Any warlock who wishes to follow her is likely already skilled in turning others against each other. Expanded Spell List Mephala lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 4

Mephala Expanded Spells Spell Level Spells 1st Dissonant Whispers, Sleep 2nd Pass Without Trace, Web 3rd Feign Death, Nondetection 4th Greater Invisibility, Locate Creature 5th Mislead, Seeming Seeds of Deceit At 1st level, you hone your skills of deception and stealth. You may grant yourself advantage on any Deception, Persuasion, or Stealth roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this ability twice, you cannot use it again until you finish a short or long rest. Spider's Feast At 6th level, you begin to feed off the energy of your foes. When you deal damage to a creature, you can use your bonus action to regain hit points equal to the damage you dealt. You cannot regain more than your warlock level + your Charisma score.

Once you use this ability, you cannot use it again until you finish a short or long rest. Aspect of the Spider Beginning at 10th level, you find yourself growing to be more like a spider. You gain resistance to poison damage, immunity to the poisoned condition, and permanently have the effects of the spider climb spell. Blessing of the Khajiit Starting at 14th level, you become as stealthy as the greatest Khajiit. You can cast the invisibility spell at will, and your speed increases by 15 feet while you are invisible. Meridia Often considered the least evil Daedra, Meridia hates undead in all their forms and wishes to banish them from existence. She is associated with the energies shared by all living things, and wishes to keep that energy pure and uncorrupted by dark magics. Any who serve her must be prepared to obey her every command to spread her light throughout the world. Expanded Spell List Meridia lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Meridia Expanded Spells Spell Level Spells 1st Cure Wounds, Searing Smite 2nd Branding Smite, Prayer of Healing 3rd Crusader's Mantle, Daylight 4th Aura of Life, Fire Shield 5th Flame Strike, Hallow

Meridia's Light At 1st level, you gain the light cantrip. This does not count against your cantrips known. When you cast light, it sheds bright light in a radius of 40 feet, and dim light for an additional 40 feet. In addition, it also lasts until dispelled or you cast it on another object. Destroy Undead Beginning at 6th level, Meridia grants you the ability to destroy undead in an instant. You may use an action to channel Meridia's power, and force all undead within 30 feet of you that can see you to make a Wisdom saving throw. If they fail, and are at or below the CR requirement, they are set to 0 hit points. If they have the Undead Fortitude ability, it will not activate. The CR requirements are isted in the table below.

Once you use this ability, you cannot use it again until you finish a long rest. Destroy Undead Warlock Level Destroys Undead of CR... 6th 1/2 or lower 9th 1 or lower 12th 2 or lower 15th 3 or lower 18th 4 or lower Pure Body At 10th level, Meridia's hatred of the undead manifests in you to protect you. You become immune to disease, cannot become a vampire or vampire spawn, and cannot be affected by the Animate Dead or Create Undead spells. Lightbearer At 14th level you can create a beacon of light for others to follow. When you cast light on a creature or object, you can choose to grant all allies within this radius advantage on attack rolls and all enemies within the radius have disadvantage on all saving throws. This effect lasts for 1 minute, then the light spell continues as described in your Meridia's Light feature.

Once you use this ability, you cannot use it again until you complete a long rest. Molag Bal The prince of domination, slavery and rape. Molag Bal thinks not of merely punishing or defeating his enemies, but making them bend to his will. Disobeying him is not recommended by anyone with the slightest knowledge of Daedric Lords. Know your group Though rape is part of Molag Bal's sphere of influence, this a topic most groups and DMs do not want in their game, for good reason. Talk it over with your entire group whether or not you'll allow this to be a part of your game. The 14th level ability of this patron is, in-universe, caused by Molag Bal raping the victim. You can change this if you'd like, or gloss over the cause of it. 5

Expanded Spell List Molag Bal lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Molag Bal Expanded Spells Spell Level Spells 1st Bane, Command 2nd Blindness/Deafness, Phantasmal Force 3rd Animate Dead, Slow 4th Compulsion, Dominate Beast 5th Dominate Person, Planar Binding Commanding Presence Beginning at 1st level, you first instill fear in others to control them. You can choose to add 10 an Intimidation roll twice per short or long rest. Submission to the Strong At 6th level, you become so commanding that you can force the actions of your enemies. As an action, you may choose one creature. It must spend its next turn attacking any other creature of your choice withing 60 feet. If the target dies, your victim will attack its nearest ally. Once you use this ability, you cannot use it again until you finish a long rest. Imprint of the Lord Starting at 10th level, you can target a creature as an action to deal continual damage to them. As a bonus action, you may deal 1/2 of your warlock level of damage to them. You may only put this curse on one creature per long rest. This effect lasts until the target reaches 0 hit points, it is used on a different creature, or a remove curse spell is cast on them. Blessing of Blood At 14th level, in exchange for your eternal servitude, Molag Bal grants you the blood of the vampire. You become a vampire as detailed in the Monster Manual page 295. Namira The vile, the discusting, and the repulsive. The Lady of Decay is worshipped by cannibals as well as anyone who lives in squalor. Her followers are looked down upon by society, but the strongest ones would be more appropriately feared than disgusted by. Expanded Spell List Namira lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Namira Expanded Spells Spell Level Spells 1st Grease, Ray of Sickness 2nd Melf's Acid Arrow, Protection from Poison 3rd Animate Dead, Feign Death 4th Giant Insect, Grasping Vine 5th Cloudkill, Insect Plague Verminkind You feel a certain connection to creatures unwanted, such as rats and insects. At 1st level, you can give basic commands to such creatures, as well as communicate simple ideas with them. Cannibalism You get a taste for the flesh of the sentient crestures of the land. Beginning at 6th level, whenever you spend 15 minutes or more eating the flesh of a sentient being (human, elf, etc.) you can either regain 1d8 hit points and heal 1 point of exhaustion. Over a short rest this can only be done twice. Pungent Stench At 10th level, your association with the disgusting has made you almost unbearably smelly, even having some control over it. Once per long rest, you can force every enemy in a 30 foot radius to make a Constitution saving throw against your spell save DC. On a failed save, the targets suffer from poisoning and take 3d6 poison damage. Rotten Royalty You become an embodiment of the sickly and disgusting. Starting at 14th level, you can telepathically command vermin such as rats or insects as a bonus action. Up to 10 creatures can be commanded at once. You can command them to do anything they would naturally be able to do. Nocturnal Patron of theives, beggars, and all those who lurk in the dark. The Lady of Luck looks favorably upon those who sieze what they want for themselves, even at the cost of others. However, she does not look kindly on betrayal, so do not think of double-crossing her or your fellow thieves. Expanded Spell List Nocturnal lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Nocturnal Expanded Spells Spell Level Spells 1st Command, Disguise Self 2nd Knock, Pass Without Trace 3rd Blink, Haste 4th Arcane Eye, Leomund's Secret Chest 5th Passwall, Telekinesis Thief's Basics At 1st level, you gain proficiency in Stealth and thieves' tools. Your proficiency bonus is doubled for any ability check involving these proficiencies. Shadowy Grasp Melding into the shadows, figuratively and literally, is part of any thief's craft. At 6th level, when you and an item you can see within 30 feet are both in dim light or darkness, you may teleport the object to your hand. The object must not be worn or carried. 6

Good Luck Charm Luck is perhaps the most powerful tool in a thief's arsenal, and learning to manipulate it is important. Beginning at 10th level, once per rest, whenever you roll a d20 and roll 5 or less, you may choose to reroll. You must take the new roll. Skeleton Key At 14th level, Nocturnal grants you one of her most sacred objects, the Skeleton Key. The Skeleton Key is an ornately decorated lockpick, said to be able to open any door. Once per day, you may open any locked or otherwise sealed door, window, chest, or similar object as an action, regardless of if it is magically locked, has multiple locks, or has no locks. After using this ability, you cannot use it again until the next nightfall. Peryite Lord of the sick and the diseases they carry, he is also known as the Taskmaster. His followers often come to him in search of freedom from their illness. Though he helps them, they are still free to spread their sickness to others. Expanded Spell List Peryite lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Peryite Expanded Spells Spell Level Spells 1st Detect Poison and Disease, Ray of Sickness 2nd Blindness/Deafness, Melf's Acid Arrow 3rd Bestow Curse, Stinking Cloud 4th Death Ward, Grasping Vine 5th Cloudkill, Contagion Immunity At 1st level, you become immune to all diseases, both magical and nonmagical. However, unless treated, you can still bear some (non-debhilitating, as opposed to effects like losing body parts) visual effects of the disease and can transfer it to other people. You also have advantage on saving throws versus poison. Projectile Vomit At 6th level, you can use the diseases festering inside you as a weapon. Twice per short or long rest, as an action, you can shoot a stream of poison affecting all targets in a 5 by 20 foot line. All creatures must make a Constitution saving throw. The target takes 2d6 damage on a failed saving throw, and half as much on a successful one. The damage increases to 3d6 at 10th level, and 4d6 at 14th level.



















Fetid Burst Your body is a sack of disease waiting to burst. Starting at 10th level, when you are brought to 0 hit points, poison gases and fluids expel from your body, dealing damage equal to 3 times your warlock level to all enemies in a 30 foot radius.









Prison of Pits Mortals cannot usually enter the Pits, the realm of Peryite. However, you can perhaps bring a fragment of it to your own plane. At 14th level, you can summon a 5 foot deep pit with a radius of 30 feet as an action. The pit is filled with murky dark green sludge and is considered difficult terrain. Any creature that starts its turn in the pit takes 6d8 poison damage. The pit lasts for 1 minute, and cannot be used again util you complete a long rest. Sanguine Where a good time, debauchery, and indulgence can be found, so can Sanguine. Representing both the light and dark sides of giving into one's desires, it's never truly clear what he or any of his followers wish to accomplish. Expanded Spell List Sanguine lets you chose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Sanguine Expanded Spells Spell Level Spells 1st Color Spray, Purify Food and Drink 2nd Calm Emotions, Enlarge/Reduce 3rd Leomund's Tiny Hut, Slow 4th Mordenkainen’s Private Sanctum, Polymorph 5th Animate Objects, Seeming Innate Emotion At 1st level, you can force people's emotions in a few ways. Using your action, you can select one target within 60 feet as an action, and force them to make a Charisma saving throw. On a failed save, you choose if the target is charmed by you, frightened of you, or aggressive towards you. Social Presence You tend to have a very demanding presence, which tends to have an effect on those arround you. Beginning at 6th level, allies within 10 feet of you have advantage on Charisma rolls, and enemies within 10 feet of you have disadvantage on Charisma rolls. This effect only applies if you are not incapacitated.















Grasp of Thorns Starting at 10th level, you gain power over one of Sanguine's symbols: the rose. Using your action, you may select one large or smaller creature you can see within 30 feet. That creature is restrained until the beginning of your next turn. Until then, with any damage you deal to the target, you gain half as many temporary hit points.

Once you use this ability, you cannot use it again until you complete a long rest. 7