Base Class: Warlock
Warlock: Dead God Patron
You have made a pact with one of the many dormant deities that float about the Astral Plane. Some of these “dead” gods have a lingering consciousness that desires to regain power in order to reascend to true godhood. They can regain full deity status by attaining power from worshipers and/or sacrifices. In exchange for assistance in this endeavor, many of them are willing to grant some of their residual power.
Expanded Spell List
The Dead God Patron 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.
Dead God Expanded Spells
|
Spell Level |
Spells |
|
1st |
detect evil and good, sleep |
|
2nd |
detect thoughts, silence |
|
3rd |
catnap, speak with dead |
|
4th |
stoneskin, divination |
|
5th |
planar binding, reincarnate |
Astral Mind Protection
Your connection to your patron and to the Astral Plane allows you to protect your mind from certain harmful effects. Starting at 1st level, whenever you make a WIS or INT save, you may add your CHA modifier (minimum of +1) to the save roll. This can only be done once per save.
You may use this ability twice per short or long rest.
Astral Blink
Your connection to your patron allows you to attempt to teleport to them. Starting at 6th level, you may use your action to teleport to the Astral Plane. When you do this, roll a d20. On an 11-20, you teleport relatively close to your patron’s body. On a 1-10, you teleport to a random location in the Astral Plane (Specific location at DM’s discretion. Additionally, a 1 or 20 may have a special result.) You remain on this plane for 18 seconds (3 rounds). Afterward, you return to your original location or nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a long rest.
Conjure Psychic Wind
Starting at 10th level, you can use your action to conjure a psychic wind from the Astral Plane. This wind is a 20ft cone starting directly in front of you. All creatures in this area must make an INT save against your spell save DC. On a failure, the creature must roll on Psychic Wind Effects-Mental Effect table on page 48 of the Dungeon Master’s Guide.
Once you use this feature, you can’t use it again until you finish a long rest.
Godstomach Banishment
Starting at 14th level, you may attempt to teleport a target creature of large size or smaller within 30ft to the stomach of your patron. The stomach of a dead god is quite different from a regular organic stomach. The stomach is its own demiplane full of a powerful draining force.
The target creature must make a WIS save against your spell save DC. On a failed save, the target is teleported to the stomach of your patron and remains there for 3 rounds. There, they are restrained and must make an INT save (DC 18) every turn in which they are in the stomach. On a failed save they take 2d8 psychic damage, 2d8 acid damage, and 2d8 force damage, or half as much on a successful save. After the 3 rounds, they return to their original location or the nearest unoccupied space. If the creature’s hit points are reduced to 0 while in the stomach, the creature dies, and both its body and soul are absorbed into the Dead God.
Once you use this feature, you can’t use it again until you finish a long rest.
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