New Warlock Patron: The Princess Agony Wreathed In Chains I will never forget seeing her that first time. Her chains cradled her weeping, curled up form as a mother would cradle a baby, gently rocking her even as they shifted around her and brought her closer to me. I felt the spray of plaster and flecks of marble from the ceiling as the chains embedded themselves above me, to anchor her and keep her as safe as they could. The chains bid me approach, and I beheld The Princess Agony, saw the pain and suffering in her face even as she opened her impossibly deep eyes and smiled at me. I still remember what she said to me. "You came. At last, you came. I'm so sorry." And I fell to my knees and wept with her, so overcome was I by her plight. How could I not serve her, if my service can bring her hope? Grace, aasimar medic and servant of The Princess Agony, on meeting her patron

The Princess Agony Wreathed in Chains is an unusual patron, in that no warlock has ever actively sought her out; she has always presented herself to them, often in times when they experienced great suffering or pain themselves. Such warlocks find themselves brought to her presence, standing before a woman wreathed in thick chains, some of which penetrate into her body. Her every movement is accompanied by the grinding of the black and white chains that surround and support her, keeping her body suspended as they anchor themselves to whatever surface they can reach, carefully moving her through the rooms and corridors of her alabaster and marble manse so as to minimise the pain she feels from them. But even these careful movements are not enough to prevent her from living up to her name, as pain courses through her body almost unceasingly, ebbing and flowing through her like the tides. Some days her pain is barely perceptible save in the occasional hiss of her breath, other days she is rendered completely insensate and incoherent from its intensity. But the pain is always there, and her chains serve as her supports and constant, vigilant protectors. You have beheld the Princess Agony and, moved by her plight, given yourself to her that she might use you to find the succour she desperately seeks. This pact is not one-sided - despite being cradled by chains and perpetually in pain, the Princess Agony still has power that she can grant you, as long as you serve her needs and find ways to alleviate her pain once and for all - whether that be through trying to alleviate the pain of the world so there's less for your Patron to bear, by carefully redirecting that pain to those that you feel are more deserving of that suffering, or through some other way yet to be properly tried and tested. Expanded Spell List The Princess Agony 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.



The Princess Agony Expanded Spells Spell Level Spells 1st Cure Wounds, Inflict Wounds 2nd Aid, Phantasmal Force 3rd Bestow Curse, Catnap 4th Aura of Life, Phantasmal Killer 5th Contagion, Mass Cure Wounds Anaesthesia At 1st level, having beheld the Princess Agony, you have gained an understanding of her pain. You are proficient with the Medicine skill, and you apply double your proficiency bonus on Medicine ability checks. You also gain proficiency with one of the following: alchemist's supplies, brewer's supplies, cook's utensils, or herbalism kit. In addition, you have advantage on Persuasion checks made against anyone you have healed or provided care for in the past 24 hours. Painbound Also at 1st level, you can cause others to momentarily experience the pain of The Princess Agony. As an action, you can force one creature within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC or be stunned until the end of your next turn as pain tears through their body. Once you use this ability, you cannot use it again until you finish a long rest. If you know the Eldritch Blast cantrip, you can choose to deal force or psychic damage when you cast it. Share Spoons At 6th level, you can draw on the power of The Princess Agony to take on the pains of others. You add the Life Transference spell to your list of known spells. You may cast it at will as a 3rd level spell; if casting this spell would reduce you to 0 or less hit points, you are reduced to 1 hit point instead. Increased Pain Tolerance At 10th level, you can tap into your patron's resilience to help shield yourself. Whenever you take damage, you can use your reaction to grant yourself resistance to that damage, which applies for that source of damage only. You may use this ability a number of times equal to your Charisma modifier (minimum once), and regain all expended uses after a long rest. You also gain proficiency with Constitution saving throws.

Lance of Knives At 14th level, you're able to tap into the very pain that courses through your Patron and unleash it on a more deserving target in a lance of burning white power. The target makes a Constitution saving throw; they take force damage equal to the difference between your current hit points and your maximum hit points on a failed save, or half as much on a successful save. The target must also make a Wisdom saving throw or be stunned until the end of your next turn. You can use this ability once without penalty, and can do so again after you finish a long rest. You can use it a second time, but if you do you immediately take 1d6 levels of exhaustion and cannot use this ability again until all levels of exhaustion are removed. Levels of exhaustion gained from using this ability cannot be removed magically, and will only recover with time and rest. Invocations of The Princess Agony Agonizing Grasp Pre-requisite: Eldritch Blast cantrip

You can consolidate all of the rays of your Eldritch Blast into a single, devastating touch attack. You can make a melee spell attack instead of a ranged one; if you hit, the creature takes 1d10 force damage per ray you would normally produce. If you have the Agonizing Blast Invocation, you only add your Charisma modifier to the total damage. Aide Pre-requisite: Pact of the Chain

Choose three cantrips that do not deal damage or force a target to make a saving throw. Your familiar knows these cantrips and can use them freely. Whenever you learn a new cantrip, you familiar also learns one that meets the above restrictions. You gain proficiency with the Nature skill and another tool from the list in the Anaesthesia feature. Conduit Pre-requisite: 7th level

Whenever you cast Life Transference, you can choose to give yourself vulnerability to necrotic damage as part of the casting. The vulnerability lasts until the end of your current turn. Excruciating Ray Pre-requisites: Eldritch Blast cantrip, 5th level

You can attempt to use Painbound when you hit a creature with one of the rays from your Eldritch Blast. Executive Dysfunction Pre-requisite: 13th level

You can cast Confusion once without expending a spell slot. You can do so again after you finish a long rest. Jarring Blade Pre-requisite: Pact of the Blade

When you successfully hit a creature with your pact weapon, you can attempt to use Painbound on them.



Out Of Spoons Pre-requisite: Eldritch Blast cantrip

When you hit a creature with a ray from your Eldritch Blast you can force them to make a Constitution saving throw against your spell save DC; if they fail, they take one level of exhaustion. The target has disadvantage on their saving throw if you have any levels of exhaustion. The maximum number of levels of exhaustion you can inflict on a target is equal to the higher of one or your current level of exhaustion. Respite You can cast Sanctuary once without expending a spell slot. You can't do so again until you finish a long rest. Scourge of the White Pre-requisite: 17th level, cannot have the Warden of the Black Invocation

You may use Painbound a total number of times equal to your Charisma modifier. Spare Spoon Pre-requisite: Pact of the Talisman

When you make a saving throw to avoid gaining a level of exhaustion, add 1d4 to the roll. Warden of the Black Pre-requisite: 17th level, cannot have the Scourge of the White Invocation

Whenever you make an ability check with any of the skills or tools listed in the Anaesthesia ability, any roll that is less than 15 is treated as a 15. You gain proficiency with the Nature skill and the poisoner's kit Wrack Pre-requisite: Eldritch Blast cantrip, 5th level

When you hit a creature with a ray from your Eldritch Blast, you can choose to deal no damage. Instead, the target must make a Constitution save against your spell save DC or be momentarily wracked with pain, gaining disadvantage on all ability checks and attack rolls until the end of their next turn. Artefacts of The Princess Agony Blindfold of Eyes Uncommon, disability aid

This is a white blindfold with a pair of embroidered eyes - one green, one red. The creature attuned to the blindfold gains blindsense and tremorsense out to 30 feet, and can see anything they're holding or touching with perfect clarity, unaffected by lighting or other atmospheric conditions. They also have advantage on saving throws against visual effects or spells triggered by sight (such as the effects of a Hypnotic Pattern spell), and are immune to gaze attacks. Only creatures with low or no vision can attune to a blindfold of eyes.

New Magic Item type: Disability Aid There are a few magic items in this section that are designed to help disabled characters compensate for their disabilities in some way or another . The following rules apply to magic items marked as disability aids: Disability aids require attunement before they can be used; however, they do not count towards the maximum number of magic items a character can be attuned to.

Non-disabled characters cannot attune to disability aids. A disability aid's item description will always state who can use them.

When trying to work out their cost in gold pieces, use the cost range for Uncommon magic items. Candle of Slow Healing Uncommon

These candles are made by the servants, and usually burned in her chambers after a particularly harsh wave of pain has wracked her. They're normally made from the blood collected from her servants, but any blood shed in the name of suffering is acceptable for their manufacture. The candles are activated by lighting the candle and placing it on the intended recipient's bare chest. The candle burns for 1 hour, and the person benifitting from it takes no damage from the melted wax, which peels off easily once dry. The creature with the candle on their chest regains 1 hit point every minute as long as the candle burns and it stays where it is; the flame cannot be snuffed out except by the person who lit the candle, or if the person using it takes any damage. The person using the candle can still spend hit dice to heal if they take a short rest while using it, and if they leave the candle on them for the entire hour they also recover one level of exhaustion. Once the candle burns out or is snuffed out, the magic fades and the candle becomes an ordinary pile of melted wax. Jorien's Hands Very Rare, disability aid

Rendered quadriplegic during a magical accident, the halfling Jorien found herself needing to still do things with her hands, having gotten a friend to create a levitating mount for her. The same friend commissioned a pair of soft, fleece-lined gloves that would serve as her hands. The wearer of Jorien's Hands can cast the following spells at will: Mage Hand, Telekinesis, Unseen Servant. Jorien's Hands can only be attuned by creatures that have lost partial or complete use of their hands. The Princess's Tear Rare, attunement optional

Every so often, the pain that courses through The Princess Agony becomes overwhelming even for her, and she weeps from it. Her devoted servants gather her tears and, through arcane processes, coalesce them into palm-sized, teardrop crystals. The crystals start out a clear white when they're empty, and gradually turn pink, then red, and finally a deep scarlet as they get used. At the end of a short or long rest, a creature can clench the Tear in their hand and take up to 25 points of necrotic damage, transferring the hit points lost into the crystal. As a bonus action, the user can press the Tear against the flesh of an injured creature, emptying the crystal and healing the touched creature a number of hit points equal to the amount stored in the crystal. Once drained, the crystal cannot be refilled until the end of a short or long rest. If the user takes the time to attune the Tear to themselves, the hit point capacity increases to 50, and the item automatically activates if the attuned creature has to make a death saving throw. Script Glasses Rare, disability aid

This pair of mithral-framed glasses have glass lenses in them that don't appear to have any perscription to them. A person wearing these glasses has all speech that they can hear converted to text that they can see in their field of vision, with the speaker clearly labeled, along with any emotional context or inflection. This gives the wearer advantage on Insight checks and Perception checks involving hearing other people's conversations, and the wearer can choose to have the glasses focus on any conversation around them at will. Script Glasses can only be attuned by creatures who are deaf, hard of hearing, or suffer from some form of auditory processing disorder. Spoon Pouch Rare

This plain grey cloth bag rattles with every movement, and appears to contain around ten spoons no matter how many are taken out of the bag. If the person carrying the bag fails a saving throw, they can use their reaction to pull out a spoon from the bag and reorll the failed save. They gain advantage on the reroll if failing the save would inflict one or more levels of exhaustion. If the reroll is also failed, however, the spoon bag becomes empty and remains so until the user takes a long rest. Thaudrun's Chair Very Rare, disability aid

Thaudrun was a dwarf who became a warlock of The Princess Agony after a mining accidentl left his body paralysed from the waist down. He designed, built, and enchanted this wheelchair to help him get around and help look after himself. The chair is of a simple, solid design, made of wood and steel, with a comfortable cushion on the seat and back, and no handles for others to grab. The creature attuned to the wheelchair no longer feels pain associated with any chronic illnesses or chronic pain conditions, and can drive the wheelchair by thought alone. The wheelchair moves at a speed of 30 feet, ignores difficult terrain, and can be switched to climbing mode as a bonus action, which allows it to drive up stairs or steep inclines that would normally prevent a wheelchair user from accessing. The user is immune to exhaustion, cannot be grappled, restrained, or knocked prone, and automatically resists any effect that would force them to move against their will, as well as any effect that would force them out of the chair. The user can also cast Unseen Servant at will. Thaudrun's Chair can only be attuned by creatures that have lost partial or complete use of their legs.