Warlock Patron Options The following are 3 patron options for the Warlock class for 5th Edition for dungeon and dragons. Inheritor patron Maybe by accident or perhaps though extensive searching you were able to discover the resting place of a lost but once prominent family line. Their bloodlines ideals and values lost to history. Until they found you. Perhaps a lingering Spector, or a physical form not quite truly passed on, waiting for a day they graves were found. They have chosen you to bestow powers that made their bloodline strong. Their ideas, technique. You are welcomed to this family. Do not disappoint them. Expanded Spell List The Inheritor 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. Inheritor Expanded Spells Spell Level Expanded Spells 1st Bane, Zephyr strike 2nd Enhance ability, Flame Blade 3rd Conjure Barrage, Bestow curse 4th Find greater steed, Aura of purity 5th Geas, Skill empowerment Audacity rebuked The fact that someone or something is even considering hurting your patron's chosen, essentially attacking their decision, their choice, how dare they! Starting at level 1 when you take damage that does not reduce you to 0 hit points, the first attack you make at the creature who damaged you (spell, weapon, unarmed strike) you may add your proficiency bonus twice to attack roll and damage. Correct form, and decorum Your patron will not have you going forward representing them without being able to present yourself properly. What if you were to be challenged to a dual, health is one thing but their pride is something of another level! At 1st level, you are the taught the proper etiquette and how to conduct yourself in combat, in a way that now suits someone of your stature. This bloodline will not be quenched again! As well as dexterity you may add your charisma modifier to your initiative and AC when not wearing any amour. You can also add your charisma modifier to death saving throws. Sowing with salt At level 6, you gain the ability to curse a target. When you hit a creature with an attack roll, as a bonus action you can cast a curse upon them. They must make a Charisma saving throw Vs your warlock DC or become cursed. The curse lasts for 1 minute. A cursed creature cannot regain lost hit points. When attacks made by the cursed creature against you would be considered a critical, it is treated as a regular hit and only inflicts regular damage. If the creature dies while under the effect of your curse ,they drop gold equal to half your warlock level. If you personally kill the creature the gold dropped is equal to your full Warlock level. You can only use this ability once per long rest. Because I said so. Your words are just as sharp as your blades and just as devastating as your spells. You represent your patron and will not be undermined. It is your right to have the last word. Starting at level 10 you learn the vicious mockery cantrip, which counts as a warlock spell for you. In addition, you can cast it as a bonus action. Strongest Bloodline You patron has been educating you on proper style and decorum befitting their family. Now your physical form and natural willpower are altered as you are truly welcomed into their bloodline. Starting at level 14 whenever you are required to make a constitution check or saving throw you can use charisma modifier in its place. In addition, your maximum health has increased by 14, and you gain +1 to hit point maximum each time you gain a warlock level after this one. Your physical form is drastically shifted to match your patron's appearance as if they were your mother or father.

Pedagogue patron You served an exceptionally powerful Wizard. This could have been a research assistant, a guard a willing test subject or some other capacity. Your powers appear academic in execution but they are derived purely from your patron. Your patron could be a mage who is researching a way of removing an ancient and lingering curse on her family or a hermit who hasn't left their lair for hundreds of years. These patrons gift you powers maybe as a reward for your loyalty or maybe to keep you silent. You may still be serving your master and adventuring for their benefit, or you may have begrudgingly taking this payment, and looking for a way to one day overthrow them. Expanded Spell List The Pedagogue 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. Pedagogue Expanded Spells Spell Level Expanded Spells 1st Magic missile, Thunderwave 2nd Maximilian's earthen grasp, Dragon's breath 3rd Haste, Lightning Bolt 4th Conjure minor elementals, Fabricate 5th Enervation, Rary's Telepathic Bond Ascended teachings Your patrons lends a portion of their memory to you allowing access to a much greater range of spells. Starting at level 1, whenever you take a short or long rest you can swap any number of your current spells known. Shared Knowledge Your patron has acquired a vast understanding of the world and the universe. You have been allowed to have access to some of that knowledge. At level 6, you gain proficiency in an intelligence skill of your choice. When you finish a short rest you may swap this skill proficiency to another intelligence skill. This can also be done at the end of a long rest but in addition, when you finish a long rest you may instead pick an intelligence skill you are already proficient in, and add your proficiency bonus twice. Each time you swap which skill you have proficiency/double proficiency in you gain a different physical aspect of your patron e.g their eyes, hair colour, scars etc. Arcane Deliberation Your magic is but a minute trickle of your patrons. But they are now allowing you to understand it at on a higher level, at least temporally. At level 10, while you are concentrating on a spell, your intelligence score is equal to your charisma. While you are concentrating on a spell, you gain a quirk/mannerism of your patron e.g. a stutter, a flair when casting spells etc. Teacher's Aid At this point in your adventurer, your patron as actually began to take some interest in your travels. Though they won't interfere with advice, as mistakes can often be valuable learning experiences, they will support you to some degree. At level 14 you are able to gain the valuable attention of your patron. As an action, you are able to summon a physical representation of your patron. Though this is technically a projection and is taking minimum effort from your patron. When the representation is summoned it has hit points and AC equal to your warlock level, movement equal to your own and acts on your initiative. It is summoned within 30ft of you in an unoccupied space of your choosing and has a action, bonus action and free action to take each turn. The representation has access to as many Wizard spells equal to half the amount of warlock spells you know which you are able to select upon reaching level 14 and can change 1 spell each time you level up, the spell level can never exceed your highest pact magic slot. Once summoned it will cast a spell of your choosing and will exist until the spell duration is completed, the representation losses concentration on the spell or is 'killed'. The spell saves and spells attack bonus are equal to yours. It also shares your constitution score. You also will be required to provide any material components for the spells. The representation is mentally anchored to you and takes some strain to maintain it. Meaning only one of you may concentrate on a concentration spell at a time. If the representation concentrates on a spell you still benefit from the Arcane Deliberation feature. The representation will disappear after 1 minute if it doesn't cast a spell in that time. Though this is a representation of your patron and will follow your orders it is still your patron's personality and will act accordingly depending on how you treat it.

The Wish patron You were granted one of the greatest privileges known to mortals, and one of the most powerful spells known to those trained in the arcane.

You were granted a wish. For a reason, perhaps only known to you, you asked for power. With this purpose; the being granting that wish gave you a surge of power almost overwhelmingly. So you have limited your own power as not to overwhelm your body and your mind- allowing yourself advance;when you believe you are ready. Wish Expanded Spells You may have some understanding of magic prior to your wish encounter, but after that event magic flows though your very being which is still strange and frighting. For the Wish patron expanded spell list you consult the table when you gain access to the next level for your pact magic slot. When you reach a new level and you have the option to change your spells you can choose 2 spell from the listed class; at your current pact magic level. Once you have surpassed that Pact magic level you can not pick spells from that class though this method again. Wish Expanded Spells Spell Level Expanded Spells 1st Wizard 2nd Cleric 3rd Bard 4th Druid 5th Sorcerer It begins Upon being granted your wish for power you choose how your powers manifests. At level 1 you select one of the following as your otherworldly patron feature: Couplet casting: When someone/something casts a cantrip within 30 feet of you which has an attack roll, you can use your reaction to cast the same cantrip at the same target even if you do not know it. It counts as a warlock spell for this casting and you use your modifiers. Champions requirements You gain gain proficiency in martial weapons, shields and all amour types. In addition you gain 1 fighting style of your choice. Eldritch healing: When you cast your Eldritch Blast cantrip you can instead chose to heal with it. When you chose to heal with an Eldritch Blast the dice used is now a D4, and you still have to hit the AC of the target. Any invocations you take that effect your Eldritch healing. Each beam either has to be damaging or healing not individually different. Free soul: You ignore difficult terrain and have advantage on all checks to escape grapples, bindings and saving throws against being parallelized and petrified. Forceful convictions: You can place a curse on an enemy as if concentrating on a spell once per short rest. When an enemy is cursed it gains vulnerability to force damage. This lasts for 1 minute or until you loose concentration. Head start: Your movement speed is increased by 10, you gain a swim and climb speed equal to your movement speed and gain advantage on initiative rolls. I know things: Equal to your charisma modifier you may add your charisma modifier to a skill check that does not use charisma. Uses recharge on a long rest. Keep me safe: When you cast a spell via a pact magic slot, you regain health points equal to your level plus your charisma modifier. Mind over matter: When concentrating on a spell you gain resistance to piercing, slashing and bludgeoning damage from non slivered weapons. People Person: You can speak and understand all languages (as if permanently under the tongues spells). I have the Power Now you have started to gain a better understanding of the powers you have granted yourself; you have chosen to try and make you the best version of yourself. Once you have reached level 6, you can gain an ability score improvement (or a feat if that rule is allowed by your DM). Hindsight Life may have gone quite differently to how you envisaged it. At level 6 you are able to change your level 1 otherworldly patron feature.