Otherworldly Patron: The Wol

Tampering with other planes of existence is not something one should take so lightly, especially if that plane is the Void. Most who come face to face with the insatiable wol do so by accident, and those that do it willingly do so with great precaution.

Expanded Spell List

Taking a Wol patron 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.

Wol Expanded Spells

Spell Level Spells 1st chaos bolt, absorb elements 3rd phantasmal force, scorching ray 5th blink, protection from energy 7th Evard's black tentacles, phantasmal killer 9th modify memory, Rary's telepathic bond

Convergeance of Magic

At 1st level, your presence draws out additional strands of magic from those around you, as well as yourself. Immediately after a spell of first level or higher is cast within 30 feet of you, you gain 1 arcane charge for each level of the spell. You can store a number of charges equal to your charisma modifier (minimum 1) + your overall level. All charges are lost after a long rest. You can use these charges in many ways, all of which consume all the charges at once.

Dampen: As a reaction, you can reduce the damage from any source that is not slashing, piercing or bludgeoning by an amount equal to the number of stored charges you have.

As a reaction, you can reduce the damage from any source that is not slashing, piercing or bludgeoning by an amount equal to the number of stored charges you have. Empower: When you hit a creature with eldritch blast, you can increase its damage by an amount equal to your stored charges. If you can cast multiple eldritch blasts, only one of them gets the extra damage.

When you hit a creature with eldritch blast, you can increase its damage by an amount equal to your stored charges. If you can cast multiple eldritch blasts, only one of them gets the extra damage. Consume: As a bonus action, you can consume your charges to restore an amount of hit points equal to half the number you had, rounded up. If you had your maximum amount of charges, you also gain advantage on your next attack, this lasts until the end of your turn.

Arcane Presence

Starting at 6th level, the wol that has attached itself to you becomes able to take on the form of a wol parasite. While your wol will not harm you, it is under no obligation to listen to your orders, and as such, is controlled by the DM. The wol cannot move more than 60 feet away from you and cannot lift things which weigh more than 10lbs. When it is not needed or decides to rest, it vanishes, dropping anything it was carrying, and returns to you. Returning to its vessel takes the wol’s bonus action, leaving its vessel takes its action and makes it appear within 5 feet of you, so long as there is enough space.

If your wol is friendly towards you, you can command it to aid you in fights, no action required by you. If your wol is uncooperative, it might refuse to fight, or take up its own course of action. The wol acts on its own initiative.





















































Your wol can be healed only by spells, but it also regains all of its hit points when you complete a short rest. If your wol is reduced to zero hit points it returns to you and cannot be brought back out until you finish a long rest.





Wol Attitude

d6 Personality Traits 1 I like to leave my vessel whenever possible and annoy those around me. 2 Whenever I see a magical item, I demand my vessel take it for themselves so I can be close to its power. 3 Unless my vessel is actively working towards getting me home, I am uninterested in what they do. 4 I don't enjoy leaving my vessel and would rather stay inside whenever possible. 5 I only talk when absolutely necessary and enjoy silently hovering around people ominously. 6 If you can't cast magic then you shouldn't be associated with.

Void Touched

Starting at 10th level, you can cast Identify as an action without expending a spell slot, as well as attune and end attunement to magical items as an action. In addition, you are constantly under the effects of the Detect Magic spell, except its range only goes out to 10 feet, not 30.

Flesh and Bone

Upon reaching 14th level, the amount of magic your wol has been exposed to has caused it to evolve from a wol parasite, to a wol eternal. Your wol loses its ability to appear incorporeal and roam freely around your surroundings. It can now only be released from within you when you allow it and its form is purely physical. Its strength is greatly increased and can lift double its carrying capacity. Freeing it takes a bonus action, recalling it takes an action. Aside from these changes, the wol acts and behaves as normal.