New Fiendish Patrons

Here are a couple of new fiendish patrons to offer to your serial warlock players. The inspiration for these came mostly from the Tome of Beasts, which contains stat blocks for both Totivillus and Mammon. A character can't gain the benefits of two pacts (i.e. "The Fiend", PHB, and "The Scribe", below).

The Scribe

This ambitious devil preys on the weary student, the desperate pupil, and the insecure loner. He offers a panoply of exciting magical powers at the snap of a finger, rather than a set of predictable spells slowly learned through onerous arcane study. Few know that his true name is Totivillus, the Scribe of Hell, author of a thousand contracts signed in blood.

The Scribe ensures that his protégés can be easily mistaken for dutiful, successful wizarding students. He moves in the shadows, his motives unknown, never asking for much in return: just your undying loyalty...

Expanded Spell List

The Scribe 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.

Scribe Expanded Spells

Spell Level Spells 1st disguise self, magic missile 2nd blindness/deafness, detect thoughts 3rd haste, protection from energy 4th greater invisibility, polymorph 5th geas, modify memory

Fiend's Teachings

Starting at 1st level, the Scribe lends you some of his knowledge, to fill the gaps in your sad mortal education and help you blend in. You gain proficiency in your choice of one of the following skills: Arcana, History, Nature, or Religion.

Meld With Text

Starting at 6th level, you gain the ability to conceal yourself within the written word. An acolyte of the Scribe can magically enter any book, scroll, or other written material and remain hidden there for up to one hour.

While melded with the text, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the text. You can use your movement to leave the text where you entered it, which ends the spell. You otherwise can't move. (As Meld Into Stone, Player's Handbook).

If the text is a ritual spell scroll and you chose the Pact of the Tome, you may attempt to learn the spell while inside the text. If successful, you are ejected from the text and take no damage. The text disappears without a trace.

Mundane texts are unaffected by your presence. Particularly powerful magical tomes may have unique hazards; consult your DM. If the text is damaged or destroyed while you are melded with it, you are ejected and suffer 2d10 force damage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Trust In Me

Starting at 10th level, the Scribe's inspired words lend you an aura. At the start of each day, choose either Guile or Terror.

Guile

You radiate an aura of trust and can easily beguile friends and enemies alike with your devil's tongue. As long as you are doing nothing but talking, creatures in a 30' radius find your utterances so fascinating and compelling that they must make a Wisdom saving throw against your warlock spell save DC at the start of each of their turns. If the saving throw fails, they can't attack you directly until the start of their next turn. This effect ends immediately and cannot be renewed until the next dawn if you or your allies attack the target. Devils are not immune to this effect.

Terror

Much like a dragon's fear aura, you can call on the devilish powers of the Scribe to infuse you with the powers of Hell and scare your enemies half to death. You have advantage on Intimidate checks, and any creature hostile to you must make a Wisdom saving throw against your warlock spell save DC before the first time it attacks you in battle. On a failed save, the creature is frightened of you. It can retry the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful, it is immune to your Aura of Terror for 24 hours.

Mark of the Scribe

At 14th level, you gain the ability to inscribe a mark upon your enemies, cursing them with Totivillus's eldritch power.

Once per day, as an action, you can spray magical ink from your fingertips at a single target within 30 feet. The target must make a Dexterity saving throw against your warlock spell save DC or receive a devil's mark: a dark, inky tattoo in the shape of Totivillus' personal seal. You and your allies have advantages on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against your spells and abilities.

The mark can be removed by remove curse if the caster makes a spellcasting check (contested by yours). The mark reveals itself as desecrated to detect evil and good. It can also be used as a scrying focus. You can only have one creature devil-marked at a time; if you use the ability on a new target, it disappears from your previous target. The Mark of the Scribe, once placed upon a creature, will last until dispelled (as an action) or until the creature drops to 0 hit points.