Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Erinyes

You have made a pact with an an ancient warrior of judgement and punishment in the lower planes. It is a rare sight for a greater devil to hold the power to forge such a bond, but their steadfast nature and disciplined nature has allowed such a pact. Erinyes desire your bond to their ferocity in battle and serenity when removed from it. Your patron desires your adherence to their values, even if you strive against those aims.

Expanded Spell List

The Erinyes 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.





Expanded Spells

Spell Level Spells 1st command, searing smite 2nd heat metal, branding smite 3rd fireball, blinding smite 4th fire shield, staggering smite 5th flame strike, destructive wave





Aggressor's Talent

At first level you grow familiar with subverting other creature's attempts to protect themselves from you. Choose one of the following abilities to gain:

Duelist

Add +2 to attack rolls you make against creatures wearing armor.

Shield Assailant

Ignore the bonus shields add to creatures' AC.

Warrior of Nature

Add +1 to attack rolls you make against creatures using natural armor.

Mage Slayer

When a creature is hit by one of your attacks, they have disadvantage on their check to maintain concentration.

Armor Breaker

When you score a critical hit against a creature, you permanently reduce the AC its worn or natural armor provides to it by 1.

Untouchable

Starting at 6th level, your focus allows your to subvert your foes' attacks. As a reaction you can deflect a blow that would otherwise hit you, add 3 to your AC against an attack that would hit you. You must be able to see your attacker and be wielding a melee weapon to use this ability.

Warrior's Resilience

Starting at 10th level, whenever you take damage you can choose to immediately become resistant to that damage type until the next time you choose a different one with this feature. You can do this once per short or long rest. Damage from magical weapons or silvered weapons overcomes this resistance.

Blood of the Furiae

Starting at 14th level, you can let the fury of an erinyes flow through your veins. When you do this as an action, great red-feathered wings sprout from your shoulders. For the next hour you gain a fly speed of 60ft, you are resistant to fire damage, and even death cannot impede your fury. The first time you fall to 0 hit points during this time, your body alights in infernal flame and you regain hit points equal to your Warlock level + your Charisma modifier.