Warlock Patron: The Broken Child Sapsorrow glared defiantly at the soldiers surrounding her. The children she'd been escorting clustered around her like limpets clinging desperately to a rock, terrified of the heavily armed and armoured soldiers blocking their path. "Hand over those children and we can let you pass, tiefling," the sergeant spat at Sapsorrow, trying to intimidate her into giving them up by slowly drawing his sword. Sapsorrow remained unmoved. "Why, so you can mindlessly obey your lord and finish the genocide? No, they're coming with me, and there's nothing any of you can do to stop us." "We'll see about that!" the sergeant snarled before he charged straight for one of the children, bringing his sword down before her. The blade struck true, but instead of cutting into her flesh it bounced off her shoulder and clattered down her body as if she were made of pure force. The sergeant screamed and fell to his knees as blood started trickling out of his ears and nose, dropping his sword and clutching his head. Sapsorrow looked down at the sergeant contemptuously. "See? There's no point - you'll only end up destroying yourselves if you try. Now, we're going to move on so you can retrieve your sergeant, and you're not going to stop us. Understood? An arrow smashed into dust against the arm of one of the other children, followed immediately by a distant and all-too familiar popping sound and a spray of blood on the sill of an arrow slit. Sapsorrow sighed. "Go and retrieve their corpse while you're at it. Does anyone else want to try and beat themselves against us in futility?" The rest of the soldiers murmured quietly among themselves but stood back and let the group pass. Sapsorrow gently guided the children through the checkpoint and out of the city, relieved that she'd been able to rescue them all.



If rumour holds true, The Broken Child is the soul of the first innocent person ever killed in war. Instead of going to their afterlife, however, the horror of what The Broken Child had experienced was too much and they found themselves in the Shadowfell. They drew on their pain and the horror of what they'd felt, along with the memories and experiences of the countless others who have suffered through the predations of war, and has gained enough power to finally say "No more." The Broken Child walks every battlefield where the innocent have suffered, calling out to their broken souls to come to them for healing and succor before moving on. Some go, some stay, some never heal - The Broken Child cares for all of them. But they know that their power, while impressive, is not enough to meet their goals, so from time to time they reach out to others, granting some of their power in exchange for service. Warlocks of The Broken Child are almost exclusively people who have suffered through war in some way - the conscript drafted into the army against his will, the shocked child barely able to see beyond the memory of her parents' death, the prisoner of war forced to labour themselves into starvation and death, the torture victim covered in scars, anyone who has an actual understanding of the pain and horror inflicted by warfare. They work to protect those who have suffered through war, as well as to prevent it from happening or becoming glamorized. You are one such warlock, pledged to the service of The Broken Child after your own experiences, and now you seek to better the lives of those who have suffered and to continue your Patron's endless quest to end all war. Expanded Spell List The Broken Child 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 Broken Child's Expanded Spell List Spell Level Spells 1st Bane, Cure Wounds 2nd Calm Emotions, Silence 3rd Leomund's Tiny Hut, Spirit Guardians 4th Freedom of Movement, Stoneskin 5th Mass Cure Wounds, Wall of Force Survival Skills At 1st level, you learn from those who have gone through war before you, taking in their hard-earned lessons. You gain proficiency with one skill, and one tool or language of your choice. You also learn one of the following cantrips: Guidance, Mage Hand, Message, Resistance, or Spare The Dying. The cantrip you choose counts as a warlock cantrip for you, but doesn't count against your list of cantrips known. Finally, if you know the Eldritch Blast cantrip, you can choose to deal force, radiant, or no damage when you cast it. Protector of the Small Also at 1st level, you gain the ability to protect others, even if only for a moment. You can cast Sanctuary at will without expending a spell slot or material components. If you cast this spell on a creature other than yourself, the warded creature gains temporary hit points equal to your warlock level at the start of each of its turns. If the warded creature takes an action that ends the spell, you cannot cast Sanctuary on them again until they complete a short or long rest.

Still the Blade At 6th level, you gain the power to force someone to stop attacking others, if only for the briefest of moments. Whenever you witness a creature within 30 feet of you attacking another creature, you can use your reaction to force the attacker to make a Charisma saving throw. If they fail, they are paralyzed until the end of their current turn, forfeiting their action and movement, and they cannot take opportunity attacks until the end of their next turn. You can use this ability three times, and regain all expended uses when you finish a short or long rest. Inured to War At 10th level, you gain an inherent resistance to the horrors of warfare. You are resistant to psychic damage, immune to being frightened or charmed, and unaffected by spells or effects that attempt to dominate you or place you under the control of another creature (such as Command or Dominate Person). You also gain proficiency with one saving throw of your choice. Sanctuary Aura At 14th level, you can call forth The Broken Child's power to create a refuge that allows you to protect others from the predations of warfare. As an action, you can call forth an aura that extends to 10 feet from you. Creatures you choose within this aura, excluding you, gain immunity to damage, immunity to all conditions, and automatically succeed on all saving throws as long as you maintain this aura; if a creature is subject to a condition when they enter this aura, it is automatically ended. You have advantage on all saving throws and enemy creatures have disadvantage on attack rolls against you while you maintain the aura. Any creature that attempts to attack anyone in the aura, including you, suffers psychic damage equal to twice your Charisma modifier, regardless of whether they hit or miss, that ignores resistance or immunity to psychic damage. All creatures subject to the effects of the aura have their movement speed increased to match that of the fastest creature currently benefitting from it. This aura normally lasts until the end of your next turn, but you can continue to maintain it every round as an action. You may speak and still maintain the aura. Any creature that attacks another creature with a weapon or spell, or inflicts a condition on another creature other than charmed or frightened while subject to the aura immediately loses access to the benefits of the aura for the duration of its current use. Creatures subject to the aura are aware of its effects and restrictions. You can call on this aura once, and can do so again after you finish a long rest. Invocations of the Broken Child Chargebreaker Pre-requisite: 7th level

You can cast Slow once by expending a warlock spell slot. You can do so again when you finish a long rest.





Eldritch Ram Pre-requisite: Eldritch Blast cantrip, 5th level

When you hit a Large or smaller creature with a ray from your Eldritch Blast, you can force it to make a Strength saving throw instead of dealing damage. If the creature fails, roll a d10 and add your Charisma modifier: the creature is hurled back a number of feet equal to five times the total you rolled and is knocked prone. If they succeed, they are pushed back half that distance (to a minimum of 5 feet) and are not knocked prone. Familiar Shield Pre-requisite: Pact of the Chain

Your familiar is subject to the Sanctuary spell at all times, using your spell save DC, as is anyone who shares the same space as it. If the familiar or a creature benefitting from your familiar's Sanctuary break the terms of Sanctuary the spell is suppressed until the end of the familiar's next turn. Give Of Yourself Pre-requisite: 9th level

You add Life Transference to your list of spells known, and can cast it at 3rd level without using a spell slot once per short or long rest. Hopebringer Pre-requisite: 9th level

You can cast Beacon of Hope once by expending a warlock spell slot, and can do so again when you finish a long rest. Lucky Token Pre-requisite: Pact of the Talisman

You learn another cantrip from the list in the Survival Skills feature. Memories of Ritual Pre-requisite: Book of Ancient Secrets Invocation

You add the following rituals to your Book of Ancient Secrets: Alarm, Ceremony, Comprehend Languages, Tenser's Floating Disk, and Unseen Servant. Parry You gain your choice of either the Interception or Protection Fighting Styles and proficiency with shields. You can still cast warlock spells and cantrips while using a shield. Peacebond Pre-requisite: Eldritch Blast cantrip

When you cast Eldritch Blast you can choose to not deal damage. The creature you hit must make a Charisma saving throw; on a failure, it cannot attack, cast spells that deal damage, or take any other action that could inflict damage on another creature or force another creature to make a saving throw until the end of its next turn. Run Pre-requisite: 5th level

You can cast Expeditious Retreat at will, without expending a spell slot.

Shield of Desperation Pre-requisite: 11th level

If you have expended all of your uses of Still the Blade, you can use it again by taking psychic damage equal to half your warlock level that ignores resistances. Soothe Trauma Pre-requisite: 15th level

You may cast Modify Memory once by expending a spell slot; you can also choose to cast it at a higher level by expending the appropriate level Mystic Arcanum. You can do so again after you finish a long rest. Submit Pre-requisite: 13th level

You can cast Geas once by expending a warlock spell slot. You can do so again when you finish a long rest. Wail Pre-requisite: Eldritch Blast cantrip

When you hit a creature with a ray from your Eldritch Blast, you can force it to make a Wisdom saving throw. If the creature fails, they are frightened of you for a number of rounds equal to your Charisma modifier (minimum one round). Ward Pre-requisite: 17th level, Protector of the Small feature

The save DC of your Sanctuary spell increases to 25. Weaponbreaker Nonmagical weapons that hit you corrode. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If this penalty reaches -5, the weapon is destroyed. Nonmagical ammunition that hits you is destroyed after dealing damage. Artefacts of The Broken Child Blade of Bright Warning Rare, requires attunement

This +1 shortsword looks hundreds of years old and has the chips and dings of something that has seen just as much battle, yet is still keenly sharp. Whevener the user draws the weapon and speaks the command word, all hostile creatures within 60 feet must make a DC 15 Wisdom saving throw - the creatures have disadvantage on the saving throw if the user is trying to draw their attention away from someone else. Creatures that fail the saving throw are compelled to move towards the user by the fastest available method on their next turn. When you are attuned to this weapon, you are proficient with it. Bloodstone Rare

These palm-sized stones look identical to particularly large bloodstones. Placing this stone on the forehead of someone who's been traumatised by war heals them to an extent - it excises all pain associated with their memories but keeps the memories intact, so the person can still recall what happened to them but experiences no pain associated with that recollection. Once they absorb a memory, bloodstones turn black and start to seep blood when held in one hand. In this state, they can be hurled at a point within 20 feet. All creatures within 5 feet of the impact point must make a Wisdom save or take 4d10 psychic damage, or half that on a successful save. Food Basket Uncommon

These woven baskets look like they're centuries old, and smell vaguely of food - fresh bread is the most commonly reported scent. When the command word is spoken, the basket magically produces food that is safe for the person holding the basket to eat. The food is nourishing and filling, sustaining the creature that consumes it for the entire day. A basket can be used one hundred times before it stops working; it regains all expended uses at the next dawn. Horn of Desperation Uncommon, requires attunement

This is an intricately carved horn - anyone who can read Celestial will recognise the carvings as a beseechment for help. When this horn is blown, all creatures that the user would consider an ally or helpful to their cause within 1 mile instantly know the user's location and the circumstances that have made them call for help. They are not compelled to help, but will feel intense guilt if they do nothing to aid the user. Martyr's Tear Rare, attunement optional

Those souls that are too broken even for The Broken Child to heal are still given purpose; the tattered remains of them are gently moulded into sparkling crystal tears and given to some of their warlocks. 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 20 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 crystal can store up to 40 hit points, and the item automatically activates if the attuned creature has to make a death saving throw. Sanctuary Brooch Uncommon

These brooches are often made by warlcoks in service to The Broken Child and given to those who direly need them. While worn, the wearer is under the effects of a Sanctuary spell with a save DC of 15. If the wearer breaks the terms of Sanctuary while wearing the brooch, the brooch stops functioning until the wearer completes a short or long rest. Shepherd's Ring Uncommon, requires attunement

These simple ribbons are never found in less than a group of four, tied around a black ring, and each ribbon is of a different colour. The ring also has faded stones embedded in it, one matching the colour of each ribbon.