Warlock Patron: The Horsemen v0.2.2

The Horsemen

Your patrons are the 4 Horsemen of the Apocalypse themselves - Death, War, Famine, and Pestilence. Their motivations are unclear - are they hoping that you bring about the apocalypse they herald, or ward it off? Whatever the case, you now bear a measure of their power.

Expanded Spell List

The Horsemen let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the w arlock spell list for you.

Horsemen Expanded Spells

Spell Level Spells 1st Ray of Sickness, Wrathful Smite 2nd Find Steed, Magic Weapon 3rd Elemental Weapon, Stinking Cloud 4th Death Ward, Find Greater Steed 5th Raise Dead, Contagion

Apocalyptic Power

When you choose this patron at 1st level, you gain powers called Omens, which are fueled by special dice called Apoalypse Dice.

Omens

You learn two Omens of your choice, which are detailed under "Omens" below. You must meet the level requirement for a Omen in order to learn it.

Apocalypse Dice

You have a number of Apocalypse Dice, which are d6s equal to your Charisma modifier (minimum 1). You regain all of your expended Apocalypse Dice when you finish a long rest. Your Apocalypse Dice change when you reach certain Warlock levels. They are replaced by d8s at 5th level, d10s at 10th level, and d12s at 15th level.

Approaching Apocalypse

At 6th level, gain 2 Omens. Additionally, you now regain your Apocalypse Dice on a short rest. You may forget 1 Omen you already know and learn another Omen that you qualify for.

Apocalyptic Steed

At 10th level, gain 2 Omens. Additionally, after casting Find Steed or Find Greater Steed, you can dismiss and resummon your steed as an action without casting the spell again, so long as your steed is not killed. You may forget 1 Omen you already knew and learn another Omen that you qualify for.

Unstoppable Apocalypse

At 14th level, gain two Omens. Additionally, when you roll initiative and have no Apocalypse Dice remaining, you regain one Apocalypse Dice. You may forget 1 Omen you already knew and learn another Omen that you qualify for.

Omens

Omens are presented in order of availability.

Death's Grasp

When you or a creature within 30 feet of you makes a death saving throw, you can spend an Apocalypse dice to add or subtract it to the result of the Death Saving throw. If this would make the result 20 or higher, the creature gains 1 HP. If this would make the result 1 or lower, it counts as two failures.

Drawn by Death

When you deal necrotic damage, you can spend an Apocalypse dice to deal additional necrotic damage equal to that die. When you do so, necrotic damage you deal this turn ignores necrotic resistance.

Famished Grasp

When you attempt to grapple a foe, you can spend 1 Apocalypse die to add it to your Athletics check. If you successfully grapple them, you can attempt to bite them by making an unarmed attack as part of the same action. If you deal damage, regain health equal to your Charisma modifier (minimum 1)

Famished Frenzy

When you make a melee attack, you can spent 1 Apocalypse die to make a unarmed attack as a bonus action. If it hits, add your die to the damage.

Pestilential Aura

When you end your turn, you can spend 1 Apocalypse die to deal poison damage to all creatures within 5 feet of you. The damage equals the die + your Charisma modifier.

Pestilential Resilience

When you take poison damage, you can spend 1 Apocalypse die as a reaction to gain resistance to that damage. If you were dealt that damage by a creature, they take poison damage equal to half the damage they dealt + the result of your die.

Skilled in War

When you make an weapon attack roll, you can spend an Apocalypse die to add that die to your attack roll. If the attack hits, it deals additional damage equal to your Charisma modifier.

Vicious in War

When you deal damage with a weapon attack, you can spend an Apocalypse die to add that die to your damage. When you do so, the damage of that attack counts as magical damage.

Eager for War (requires level 6)

When you roll initiative, you can spend an Apocalypse die to add it to your initiative roll. If this makes your result the highest, you may take an extra action on your first turn.