Base Class: Warlock
"When I heard about a Warlock patron of a strange nature. I didn't expect to make a deal with a goose." - Quinton Tarrister, human adventurer
Perhaps sometime a while ago you got lost in the woods in the middle of a dark dreary night. But in the distance birds chirp, you followed them until you reached back to your town. You have no idea where that bird was or where it went. But you never heard from it again, but now that you're a grown adventurer you realize your knack for Warlock magics without the need of a patron. It seems this seemingly random event has paved the way to something....Darker?
Patrons of The Feathered One have either seeked it out for it's unique boons, or the more likely outcome, they have accidentally made a pact by accepting help or even interacting with this being. None of it's followers know what it looks like and it is seldom worshipped, only being know through it's use of winged creatures (mainly birds) to communicate with followers. On the topic of it's communication, no one is quite sure if this is a species or one omnipotent being, and to be honest, no one even knows if it is a being at all.
The nature of of The Feathered One's pacts can often be accidental, from honking back at a goose that honks at you, to feeding bread to a crow in the forest. Though some do indeed seek this patron out, traveling deep into the grand forests of Fandelhiem to try to find a communication point to this being. Those who seek it may spend days or even weeks searching, some even saying "You don't find it, it finds you.". The strangeness of this patron's way of interacting and making pacts makes them quite the unique if not stranger beings to make a pact with.
Expanded Spell List
The Feathered One 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.
Feathered One Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
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1st |
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2nd |
healing spirit(Spirit takes form of a bird/feathered creature), summon beast |
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3rd |
wind wall, spirit guardians (Spirits take form of a bird/feathered creature) |
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4th |
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5th |
Feathered One's Follower
At 1st level, you gain the favor of The Feathered One. It gives you some of it's ability to use birds to do it's bidding. You can use a bonus action to manipulate a bird to swoop down to attack at a point within 60 feet of you, if no birds are available a spectral bird with bright glowing eyes takes it's place. This bird stays under your command for 1 minute before flying away/disappearing, or until you use this feature again.
When you summon this bird, you can make a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes 1d6 plus your spellcasting modifier in slashing damage, and it's next attack is made at disadvantage from the bird pecking and clawing at it. When you reach 10th level in this class, the damage increases to 2d6 plus your spellcasting modifier.
As a bonus action on your turn, you can have the bird fly up to 50 feet and repeat the attack.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unnatural Instincts
Also at 1st level, your association with such a (powerful?) being of nature gives you instincts you never had before. You gain proficiency in the survival skill, and you gain a bonus plus 2 to Dexterity checks.
Glimpse of the True Form
At 6th level, you embrace the strange yet unsettling powers/looks of your patron. You gain the following boons.
-You gain Darkvision within 60 feet, if you already possess Darkvision the range of it extends by 60 feet.
-You gain resistance to psychic damage.
-You gain advantage of Charisma (Intimidation) checks due to your body adopting a feature of the Feathered One's true form, whether this be some feathers, sharp yet decorative talons, or glowing spectral eyes.
Follower's Screech
Also at 6th level, the bird you control is emboldened to hinder your enemies even more. If you or a creature you can see is attacked within 10 feet of the bird, you can use your reaction to cause it to screech out, making the enemy roll a d6 and subtract it from the attack roll. If this causes the attack roll to miss, the creature it was targeting is emboldened by the protection of the follower, giving them temporary hp equal to the number rolled on the die multiplied by 2.
At level 10 this die is upgraded to a d8 and same with 14th level (10th = d8, 14th = d10).
Feathered One's Flight
At 10th level, you gain the ability to sprout bird-like wings out of your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last for 1 minute or until you dismiss them as a bonus action on your turn. You can summon these wings a number of times equal to your proficiency bonus and regain all manifestations on a long rest.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
At 16th level you gain more control over this, allowing the wings to last until you dismiss them and getting rid of the limit on how many times you can sprout them.
Secret of the Feathered One
At 14th level, you can utilize the secret of the Feathered One, you can utilize this secret in one of two ways.
- You imbue yourself with a small amount of the knowledge and power of the feathered one, transforming you into a horrifying beast. For the next minute you gain the following benefits. You gain a 80 foot flying speed and you become one size category larger than your original size (Small->Medium, Medium->Large, etc.). You also gain sharp talons which allow you to make a melee spell attack, on a hit the target takes 4d6 magical slashing damage and 4d6 psychic damage. You do not have the ability to cast spells in this form, but concentration can be maintained.
- You instill the secret of the Feathered One's true form into a creature's mind, sending it into a fit of madness. The target takes 6d10 psychic damage and fall prone, it is incapacitated for a minute as it rolls on the ground in madness and mumbling from knowing the Feathered One's True form. At the end of each of it's turns it can make a Wisdom save against your spellsave dc to break out of the fit. When a creature breaks free of the madness or wakes up after the duration, they forget anything that happened in the span of that time.
Once you utilize the secret, you can't do so again until you finish a short rest.
Previous Versions
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