Warlock Patron Options The following are 4 patron options for the Warlock class for 5th Edition for dungeon and dragons. Collective patron Your consciousness has become interwoven with an untold number of others. This has lead to an interesting compromise over your physical form. If it even is, your, physical form. Whom the body belonged to first may have been seeking guidance and sort out the collective hive mind to gain some insight or maybe heard rumours of one person living many lives through this 'being'. The mind that enters this new body, may have searched for something similar. Upon death they saw only darkness, only to be woken up in a new form, with a nagging in the back of their head Out of all the minds collected; you two have been chosen to share a form. Perhaps the greater hive mind believes you two are compatible and that together your full potential can be achieved. Then again it could be some sick joke. You will be spending a lot of time together. Let’s hope you get along. Collective Expanded Spells Spell Level Expanded Spells 1st Chaos bolt, Tasha's Hideous Laughter 2nd Alter self, Calm emotion 3rd Non-detection, Slow 4th Compulsion, Ooltiluke's resilient sphere 5th Commune, Enervation Duel consciousness Starting at level 1 you create a second character with a separate backstory and character background, both being warlocks of the Collective patron. As an action once per long rest you can swap to the other character. You can also swap at the end of a long rest. When swapping between the characters you lose any of the languages, skills, tool proficiencies and background feature and gain the ones of the other character. Though they may have been a different race to the body they now occupy; they can only use the features of the current body. Both characters share the same health points, ability scores and levelling mechanics e.g. they share the same experience pool if one multi-classes both do. In regard to how characters can shareability scores and not proficiencies, once becoming one body they share all information with each other; but not necessarily how to apply it which is the difference. When you select invocations and pact boons, each character can select different ones. But you as a player will only have access to the ones each individual character selects. You share the same pool of spells but each character will have there own set of pact magic slots (mystic arcanum is shared). The first charterer to use all their spell lots must complete a long rest to regain their pact magic slots. If one character is concentrating on a spell and then swaps, concentration on that spell is lost. When a character rests both regain abilities and features. You also share attunement slots for items, both gaining the befits from the item if passive (e.g. +1 AC etc) but if an item has a once per long rest feature, it can only be used as the item describes. Any physical abilities e.g. Dragonborn breath weapon can only be used between the characters so for example if one character uses the breath weapon, then changes character, the other character will need to rest before using the ability. When characters willingly swap (e.g. not being reduced to 0 hit points) they are aware of everything that the other character is, and can give emotional feedback but no direct interaction. Assuming control In addition, starting at level 1 when a character is reduced to 0 hit points, and the body is not destroyed, you can shift to the other character as long as they were not already reduced to 0 hit points prior. Once you have shifted the knocked out character cannot be used until a long rest is completed. When you shift in this way you are dropped to 1 hit point. When both characters are knocked out, if they regain any hit points the last character to be knocked out is played. By any other name Starting at level 6 you are becoming more comfortable with your dual existence, or at least have a better understanding. You now can shift between characters equal to your proficiency bonus per long rest. In addition, you can now use a bonus action to swap characters or use a reaction to swap when you take damage. Hand in hand The communication between the two minds has become stronger, lending help when needed. Starting at level 10, By using a pact magic slot from both characters you are able to cast a spell you know at 6th level.

Property rights You are able to shift control much easier now, playing to each of your strengths significantly; while also being able to show your individuality. Starting at level 14 you now may shift characters equal to your proficiency bonus plus your charisma modifier per long rest. You now also have separate attunement slots for magical items. You can choose to both shares an item or only one character can choose to attune to the item instead. The sweetness patron The sweetness is almost akin to an urban legend. An old wife’s tale when experimental recipes turn out great or a bakers batch which was due to exit the oven significantly earlier; somehow isn’t burnt and is remarkably very very tasty. Though the Sweetness helps with culinary moments, it aims to make sure everyone is going to sleep with a full stomach; a goal it sadly cannot keep up with. Which is where it found you. Perhaps a starving street urchin who received one of the meals and pledge your dedication to helping others or maybe you were on a desert expedition and woefully understocked provisions and the sweetness showed you mercy. Regardless of how the sweetness found you; you now serve it. So you may serve others. The Sweetness Expanded Spells Spell Level Expanded Spells 1st Animal friendship, Bless 2nd Calm emotions, Zone of truth 3rd Create food and water, Catnap 4th Mordenkainen's Private Sanctum, Mordenkainen's Faithful Hound 5th Commune with nature, Dispel evil and good Sweet tidings Starting at level 1 you learn the Goodbrery spell, which does not count against the number of spells you know. For you, when you cast this spell what you produce be varied beyond just berries such as sugar plumbs, cookies, sweets etc. You also gain proficiency with the cooking utensil tools. Starting at level 1 you can choose one of the following additional benefits your product from the Goodbrery spell provides, which lasts for 1 hour after being consumed. A creature can only benefit from one of these extra benefits of Goodbrery at a time. You can change the additional benefit after a long rest. A skill is increased by +1 (You select which skill when you cast the spell). Spell attack rolls are increased by +1 Saving throw modifier is increased by +1 (You select which ability score when you cast the spell). Sugarcoating Starting at 6th level when you cast a spell on a friendly creature ( including yourself) they gain temporary hit points equal to your Warlock level plus your charisma modifier. They also gain half this amount rounded down from your Goodbrery spell. Iron stomach You have experimented with strange recipes and know what to avoid, and even when not avoided your body is better at countering it. You have learnt to work this into your magical creations. Starting at level 10 you gain advantage on saving throws against poison. In addition, anyone who eats a product of your Goodberry spell gains advantage on a constitution saving throws for 1 hour. The perfect host At level 11 when you select your Mystic Arcanum the spell Heroes' Feast may be selected. Spoon full of sugar Your magically crafted treats have become intoxicating and will do anything to stay on your good side to get more. Starting at level 14 the items from your Goodberry spell gain an additional benefit; if they are eaten be something that has never eaten them before. If a creature willing eats one of the items made by your Goodberry spell they are considered charmed by you for 24 hours or until they sustain damage from an attack. They are only charmed this way if they have never eaten them before. The Mighty The Mighty patron is about establishing strength over one's challenges; be they the elements, enemies or self-doubt. The Mighty patron seeks to supplement a warlock's will and emotional strength to their physical being. Though some do seek out the Mighty, many are found via near death experiences where their will to keep going was transferred into strength. The mighty Expanded Spells Spell Level Expanded Spells 1st Thunderous Smite, Guiding bolt 2nd Enlarge/Reduce, Heat Metal 3rd Protection from Energy, Bestow Curse 4th Phantasmal Killer, Stoneskin 5th Contagion, Cloud kill Stalwart combatant Starting at level 1 you gain proficiency in all armour types and martial weapons.

Inner strength Starting at level 1 when you hit a creature, that is considered a threat, with a weapon attack as a bonus action you can cause them to make a Constitution saving throw vs your spell save DC if they fail you gain +1 to your strength score to a maximum of 20. Once a creature has failed a save they can not be targeted again until you take a long rest or if they are killed. If you kill a creature with a weapon you gain +2 to your strength score automaticity; again to a maximum of 20. Your strength score returns to normal after a short rest. Strongest will Starting at level 6, you can use your reaction to apply your strength modifier to either your AC until the start of your next turn or to a saving throw (applied again if for a strength saving throw). You can do this equal to your charisma modifier per long rest. Your strength score now returns to its regular level after a long rest. Achilles strike Starting at level 10 you can; when you hit a creature with a strength based weapon attack you can reduce its AC by your current strength modifier until the start of your next turn. You can use this ability once per long rest. Strength overwhelming At level 14 the maximum your strength score can reach via your inner strength feature is now 24. You also gain proficiency in the athletics skill, if you already have proficiency you may add your proficiency twice.

The Wish patron You were granted one of the greatest privileges known to mortals, and one of the most powerful spells known to those trained in the arcane.

You were granted a wish. For a reason, perhaps only known to you, you asked for power. With this purpose; the being granting that wish gave you a surge of power almost overwhelmingly. So you have limited your own power as not to overwhelm your body and your mind- allowing yourself advance; when you believe you are ready. Wish Expanded Spells You may have some understanding of magic prior to your wish encounter, but after that event, magic flows through your very being which is still strange and fighting. For the Wish patron expanded spell list, you consult the table when you gain access to the next level for your pact magic slot. When you reach a new level and you have the option to change your spells you can choose 2 spells from the listed class; at your current pact magic level. Once you have surpassed that Pact magic level you cannot pick spells from that class though this method again. Wish Expanded Spells Spell Level Expanded Spells 1st Wizard 2nd Cleric 3rd Bard 4th Druid 5th Sorcerer It begins Upon being granted your wish for power you choose how your powers manifest. At level 1 you select one of the following as your otherworldly patron feature: Champions requirements You gain proficiency in one martial weapon, shields and one amour type. In addition, you gain proficiency in the athletics skill and double proficiency a skill of your choice. Eldritch healing: You can spend 1 pact magic slot when you cast the Eldritch Blast cantrip to turn it into Eldritch healing. When you spend the pact magic slot to heal with Eldritch Blast you still have to hit the AC of the target. Any invocations you take that affect your Eldritch blast affect your Eldritch healing. Each beam either has to be damaging or healing not individually different. Critical hits also increase the amount of healing done. Forceful convictions: You can place a curse on an enemy as if concentrating on a spell once per short rest. When an enemy is cursed it gains vulnerability to force damage. This lasts for 1 minute or until you lose concentration. Mind over matter: When concentrating on a spell you gain resistance to piercing, slashing and bludgeoning damage from non slivered weapons. People Person: You can speak and understand all languages (as if permanently under the tongues spells). I have the Power Now you have started to gain a better understanding of the powers you have granted yourself; you have chosen to try and make you the best version of yourself. Once you have reached level 6, you can gain an ability score improvement (or a feat if that rule is allowed by your DM). Wishful thinking You know what you want and through sheer force of will, with the power granted to you; you change your self and craft your powers which you think will best suit your needs. Once you reach level 10, you can select one of the following as your otherworldly patron feature: Another, new beginning: You may change your race to a different one of your choosing (as allowed by the DM). You lose any traits of your original race (including ability score modifiers) and gain the abilities and modifiers of the new race. Ascended: If you are able to reach it, now your maximum charisma score can reach 22. Eldritch Effort: When you make a spell attack that requires an attack roll or a weapon attack; critical hits occur on rolls of 19 and 20. Enjoy variety: You can select a second warlock pact boon. Preserved life: Whenever you finish a short or long rest, you are under the effect of the sanctuary spell (with your spell save DC) and the death ward spell. United Front: At the end of a long rest, you can select another humanoid creature to share any invocations that you have. If the requirement of a pact magic slot is needed and is not available, they can spend a spell slot equal to your pact magic level.