Otherworldly Patron: The Miraculous Governess

Legends tell of a mysterious spirit, a protector and guide for children. Some call her an archfey, others call her a god, and still others call her something older and more primal than either, a fundamental force of creation.

Only one thing is certain and constant in the legends: The spirit cares deeply for children of all races and all walks of life, and seeks to help them - and help adults recapture the magic of childhood - in her own whimsical way. She comes when she is needed, to guide and instruct, and leaves when she feels her work has been completed. Nothing can control or compel her.

Warlocks who pledge themselves to the Miraculous Governess, who often call themselves the Governed, will find themselves blessed with the ability to bless and aid others, particularly children. She delights in mystery, whimsy, and imagination; while a warlock who follows her may ask her for counsel, they will find that it is rarely straightforward or easy to understand.

The Miraculous Governess, while sometimes strict, is fundamentally good-hearted, and will likely reject any follower of hers who turns to evil.

Expanded Spell List The following spells are added to the warlock spell list for you: 1st: Bless, Guiding Bolt

2nd: Prayer of Healing, Rope Trick

3rd: Speak With Plants, Haste

4th: Charm Monster, Fabricate

5th: Control Winds, Skill Empowerment

Bonus Cantrips At 1st level, you learn the message and mage hand cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Sister Suffragette Also at 1st level, regardless of your background, you have a powerful kinship with the common laboring folk. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

A Cover Is Not The Book Starting at 1st level, you can touch a willing creature of Intelligence 6 or greater, expend a spell slot, and designate a warlock spell you know of 5th level or lower. During the next 10 minutes, the creature can cast that spell on its turn. The spell behaves as though you had cast it; it uses your spell attack bonus, spell save DC, and warlock spell level, and uses your Concentration, if necessary. Any material components must be in either you or the creature's possession and are consumed as per usual. Once the creature casts the spell in this manner, it can no longer do so. Once you use this feature, even if the other creature never casts the designated spell in the alloted time, you can't use it again until you finish a long rest.

Fly Like a Kite Starting at 6th level, when you cast a spell using a warlock spell level, you gain a flying speed equal to half your movement speed for a number of rounds equal to your Charisma modifier (minimum of 1). Once you use this feature, you can't use it again until you finish a short or long rest.

Turning Turtle Starting at 10th level, you have learned to use your patron's abnormally good luck to the benefit of all. When a friendly creature makes an ability or skill check, attack roll, or saving throw, you can let them roll a second d20 and take whichever option they prefer. You can use this feature after the first d20 has been rolled, but before you know if it succeeds. Once you use this feature, you can't use it again until you finish a long rest.