Otherworldly Patron The Kindred This Patron is a curious one indeed, rather than focusing on its own power, it seeks to preserve balance between violent carnage and peaceful death. This otherworldly entity is seen as a spirit of death, a not so grim reaper of some sorts. Usually the Kindred is portrayed as a dualistic neutral spirit, having two parts, the lamb and the wolf. Sometimes those halves are two completely different entities and in other tales they are intertwined beings, never to be separated. As a servant of the Kinred you embody both the wolf and the lamb, perhaps you struck a deal at death's door, after being chased by them. The lamb is the part of the spirit, that brings a calm and peaceful death, whilst the wolf is a relentless hunter bringing down those who flee from death itself. The undead are one of the most frequent foes of the wolf. Expanded Spell list The Kindred 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 Kindred Expanded Spell List Spell level Spells 1st Hunter's Mark, Sanctuary (only self) 2nd Darkvision, Silence 3rd Conjure Barrage, Speak with Dead 4th Death Ward, Guardian of Nature (only Primal Beast) 5th Holy Weapon, Swift Quiver Dance of Arrows Starting at 1st, the lamb demands that you use a bow to bring a peaceful death to your prey, as you learn to fire spells with a bow. You are granted a shortbow carved from blueish white wood and 10 arrows. You can only use this bow as a spellcasting focus for your warlock spells and cantrips. Image used:

"Kindred" by VegaColors (deviantART) Once per turn, as an action, you can fire a cantrip from the bow, that requires a ranged spell attack. Before firing, you can move up to 15 ft in any direction. After you have moved, you choose the targets of the spell. This movement is not part of your standard movement. Additionally, ranged spell attacks are rolled as if they had the range property of the shortbow, considering the normal and long range. Mark of the Kindred At 6th level, your bow siphons life energy from slain targets. When you reduce a creature to 0 hit points you can use your reaction to harness its life essence to gain a Mark of the Kindred. You can have a maximum of marks equal to your charisma modifier. When you hit a creature with a spell or an arrow from your bow, you can consume one of the marks, to deal an extra 1d6 necrotic damage. You can gain marks a number of times equal to your Charisma modifier and all uses are regained when you finish a short or long rest. Dreaded Hunter At 10th level, the wolf drives you to chase your prey relentlessly. As long as there are creatures hostile towards you or fleeing from you in the normal range of your shortbow, you are considered on the hunt. Once per turn, when you are on the hunt and you move, you add a 1d4 to a pool of dice, that you can consume when you hit with a spell or attack. There can only be a maximum of dice in the pool, equal to your half your warlock level rounded down. When the pool is consumed, you roll all the dice of the pool and regain hit points equal to the roll. The pool empties after you leave combat or when it is consumed. Once you consume the pool, you cannot use it again until you finish a long rest. Additionally, you gain resistance to necrotic damage.



Image used:

"Kindred Splashart" by Riot Games Lamb's Reprise Reaching 14th level, the lamb grants you

power over life and death close by. As an

action you can place a 15ft radius ward on

the ground around you. A creature within the ward can't be reduced below 1 hit point and when they are at 1 hit point, they can't be healed beyond this threshold until the ward ends. Unconscious creatures can't be brought back to consciousness through healing and don't need to make death saving throws. Dead creatures can't be revived within the ward. The ward lasts 3 rounds and then ends at the end of your turn. When the ward ends, it heals all within for 2d12 + your Charisma modifier. Once you use this feature you cannot use it again until you finish a long rest. Eldritch invocations Wolf's Frenzy prerequisite: The Kindred Patron, Pact of the Chain Feature Your familiar can now become a spectral, floating, black wolfs head with a blue glowing mouth. When your familiar is in this form, you can command it as a bonus action to attack close targets. For 3 rounds after you gave this command the wolf will attack the closest creature to you in a 30 ft radius. The attack bonus of the attack is your charisma modifier and it deals 1d6 necrotic damage. Additionally, if you hit a creature with your bow, while your familiar is roaming around, the wolf also attacks the creature you hit. Mask of the Lamb prerequisite: 10th level, The Kindred Patron, not Mask of the Wolf Invocation While you are on the hunt, the mask of the Lamb manifests on your face and obscures it completely, before your opponents can notice. While wearing the mask, you gain truesight for up to 15 ft and your movement speed is increased by 10ft. The mask dissolves after you leave combat. Additionally, your movement speed can't be reduced by magical means. Shine once more... prerequisite: The Kindred Patron You can also fire spells with a level, that require a ranged spell attack, using the Dance of Arrows feature to gain the bonus movement.

Mask of the Wolf prerequisite: 10th level, The Kindred

Patron, not Mask of the Lamb Invocation While you are on the hunt, the mask of the

Wolf manifests on your face and obscures it

completely, before your opponents can notice.

While wearing the mask, you have advantage on the

initial initiative check of the encounter and you gain a set of long blueish black claws as natural weapons. The claw attacks deals 1d6 + your strength modifier slashing damage. The mask dissolves after you leave combat. Additionally the bow granted by your pact dissolves and you use your claws to cast for the Dance of Arrows feature instead. Expanded Magic prerequisite: The Kindred Patron, 10th level Your Patron expands the spells you can choose through the Mystic Arcanum Feature. When you choose one of the spells granted by this invocation as a mystic arcanum, you can't switch out this Invocation anymore. The Kindred Expanded Spell List Spell level Spells 6th Globe of Invulnerability 7th Regenerate, Resurrection 8th Telepathy 9th Shapechange (only wolves) A Good Death prerequisite: The Kindred Patron, Pact of the Blade Feature You can create a shortbow of blue and black wood without a string using your Pact of the Blade feature. The bow fires magic arrows, that can't be removed without the use of magic. An arrow disappears back into your quiver after 30 seconds. If an arrow hits a target that already has 2 arrows stuck into it, the target takes additional 3d6 necrotic damage. Additionally the bow deals necrotic damage. Book of lost Souls prerequisites: The Kindred Patron, Pact of the Tome Feature You can cast Pass Without Trace once without expending a spell slot or the need for material components. This use recovers whenever you finish a short or long rest. Peaceful Blast prerequisites: The Kindred Patron, Eldritch Blast cantrip Whenever you cast eldritch blast, you can use a bonus action to empower the spell with peaceful energy. Each enemy hit takes 1 damage less with a minimum of 1, and if this attack kills them or is used on their corpse, they cannot be resurrected or raised as undead by a spell cast using a spell slot lower than 8th level. If an undead is hit with the empowered eldritch blast, it take double damage.



































Image used:

"Kindred League of Legends Fanart" by Gabriel Ramos Death never rests... prerequisites: The Kindred Patron You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you must still perform only light activity, such as reading or keeping watch. Stories from the other side prerequisites: The Kindred Patron Whenever you reduce a creature to 0 hit points, you can use a bonus action to jump 10ft away from the attacker and make a single ranged weapon attack. Once you use this invocation, you cannot do so again until you finish a short or long rest.