Otherworldly Patrons

Binding yourself to a powerful being can be dangerus. At 1st level, a warlock gains the Otherworldly Patron feature. The Magic Item is available for a warlock.

The Magic Item

You might have bound yourself to a powerful magic item by your own design, a cursed one might have bound itself to you and you are unable to remove it, maybe you made some sort of deal with a sentient magic item. An otherworldly being could have given you a powerful magic item for some reason or maybe you made a deal with an otherworldy being, who gave you a magic item. In any circumstance, you are bound to a very powerful magic item of some kind.

Magic Item Features

Warlock Level Feature 1st Expanded Spell List, Magical Item 6th Magicial Body 10th Unleash Power 14th Powerful Item

Expanded Spell List

The Magic Item 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.

Magic Item Expanded Spells

Spell Level Spells 1st Identify, Jump 2nd Darkvision, Magic Weapon 3rd Haste, Water Walk 4th Fire Shield, Greater Invisibility 5th Legend Lore, Teleportation Circle

Magical Item

At 1st level you are bound to a magic item of some kind. Chose one of the following types of magic items that you are bound to.

The Armor. You have a set of Medium Armor which you are bound to. You gain proficiency with this armor and while wearing it your Armor Class equals 10 + your charisma modifier + your dexterity modifier (max +2 to dexterity).

The Trinket. You have some form of small trinket or wearable item of your choice.

You can sligtly alter chance in your favur. Once while you are wearing this trinket, when you fail a saving throw you can reroll it using the newer roll. You regain the ability to do so when you finish a long rest.

The Arcane Focus. You have an arcane frocus of your choice (This arcane focus replaces the Arcane Focus or Component Pouch you gain when chosing equipment). Your spells become stronger. While you are holding this Arcane Focus and you roll damage for a spell attack, you can reroll a number of damage dice of your choice once and use the newer roll. Once you use this feature, you can’t use it again until you finish long rest.

The Blade. You have a martial melee weapon that is not two handed (your choice). You gain proficient with this weapon and when you attack with it, you can use your Charisma modifier, for the attack and damage rolls instead of strength or dexterity. Additonaly once on each of your turns you gain a bonus to your damage rolls with this weapon, equal to half your warlock level (Minimum of 1).

The item granted to you by this feature is considered a magic item. This item can not be destroyed, its magic can not be removed, and your bond to it can not be broken by any means.

In adition if your magic item is more than 100 feet away from you for more than 1-minute it automaticly teleports to an unocupied space within 5 feet of you.

Magical Body

At 6th level the bond between you and youe magic item greatens and you slowly start to meld into one. This effects your body or mind, chose one of the following features.

Claws and Teeth. You grow sharp claws and teeth. Your unarmed strike deals 1d6 slashing or percing damage.

Fins and Gels. You grow fins and gels. Your swiming speed equals your walking speed, and you can breath underwater.

Spikes. You grow spikes out of your body. When a creature attacks you with a melee attack and misses it takes 1d6 percing damage.

Scaled Skin. Your skin grows scales and becomes tough. When you finish a long rest you gain temporary hit points equal to double your warlock level.

Unearned Knowledge. You can draw knowledge from your magic item. You can cast Identify and Comprehend Languages at will without expending a spell slot.

Masterful Speed. You become masterfully speedy. Once on your turn you can take an extra action. You regain the ability to do so when you finish a long rest.

Unleash Power

At 10th level the bond between you and your magic item is greater than ever and you can unleash the power within your magic item. While holding or wearing the magic item granted to you by this subclass, as an action you can release its power making every creature except you within a 15 ft. sphere, a 30 ft. cone or a 5 by 120 ft. line (Your Choice) that originates from you, make a dexterity saving throw against your spell save DC. A target takes 8d8 necrotic damage on a failed save or half as much on a succesfull one. Once you use this feature, you can’t use it again until you finish a long rest.