The Velvet Room v1.2

You enter into a contract with the strange master of the Velvet Room. Never more than a doorway distant from you, he guides your path through the strange fate set upon you, in an effort to help you progress beyond it. But help is never free, is it...?

You can visit the Velvet Room with your mind - time passes while you are within, but your physical body remains where it is and is incapacitated during that time.

Your Other Self At 1st level, you may choose a creature of challenge rating 1/8 or lower that represents an aspect of your psyche. This is your Other Self. Each time you gain a warlock level, you can change the chosen creature. Your warlock level determines the creatures you can choose, as shown on the Your Other Self table. You also learn the Summon Persona cantrip. Your Other Self Level Max CR Level Max CR 1st 1/8 : 5th 1 2nd 1/4 : 9th 2 4th 1/2 : 18th 3

Masquerade Also at 1st level, your patron assigns you a keeper who maintains a compendium of creatures that you can transform your Other Self into. From this compendium, you can only have a number of creatures on-hand equal to double your proficiency bonus. You also learn the spell Masquerade.



Your Compendium

At 1st level, you have a compendium containing depictions and descriptions of 4 challenge rating 1 creatures of your choice. Your full compendium, maintained by your keeper, includes every creature that you've ever had on-hand, as well as every creature that you've selected as your Other Self.



On-Hand

You can have a number of creatures on-hand equal to double your proficiency bonus. Creatures that are on-hand must be of a challenge rating equal to or less than your Warlock spell slot level, of a size Large or smaller, and cannot be humanoid. These are the creatures you can transform your Other Self into.



Negotiation

When a creature is killed within 120 feet of you, you can make a Negotiation check to convince the creature's spirit to work with you. You can choose a Charisma skill proficiency (Deception, Intimidation, Performance, or Persuasion) and make an opposed check against one of the appropriate saving throws as shown on the Negotiation Skills table below. You learn what saving throw the creature uses, if it adds its proficiency, and its ability score modifier. On a success, add the creature to your compendium. It replaces one of your on-hand creatures if it meets the requirements. Negotiation Skills Personality Skill Saving Throw Gloomy Deception Charisma , Intelligence Irritable Intimidation Constitution , Wisdom Timid Persuasion Charisma , Wisdom Upbeat Performance Intelligence , Wisdom Changing On-Hand Creatures

Your keeper can replace one of your on-hand creatures with another form from your compendium. It costs 20gp multiplied by the challenge rating of the creature being made at hand. This can be done at the end of a short or long rest.



Gaining New On-hand Creatures

Each time you gain a warlock level, you can add two creatures to your on-hand list as though you had just gained them through Negotiation.

Spirit of Rebellion At 6th level, your Other Self gains more autonomy. It still acts on your initiative, but has its own Action, Bonus Action, Movement, and Reaction. When your Other Self takes damage, you take that much psychic damage instead. Concentration saves you make due to this damage are made at advantage. If your Other Self is more than 60 feet from you, you have disadvantage on your concentration checks.

Tactical Study At 10th level, at the end of a long rest, you may choose a damage type from the damage categories table below. Your Other Self gains resistance to that damage type and any attack your Other Self makes deals an additional 1d4 + Charisma damage of your chosen type. Choose another damage type from the same category; you gain vulnerability to that type of damage. The resistances, vulnerability, and additional damage are added to every creature in your compendium until you change the damage types. Damage Categories Category Types Physical Bludgeoning, Piercing, Slashing Elemental Acid, Cold, Fire, Lightning, Poison, Thunder Supernatural Force, Psychic, Radiant, Necrotic