Hello everybody! Recently, one of my players has asked me about just what qualifies as a Warlock Patron. I then told him my usual answer, "any extraplanar entity that wants a representative of their power on this plane." The player then asked me "wouldn't a god qualify as a patron then?" Dumbfounded, I agreed. So now, I am working on turning every go into a Patron. Starting with the forgotten realms gods, and going alphabetically. First is Auril, Goddess of WInter. Enjoy!
Auril, Goddess of Winter
Expanded Spell List
Auril lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.
Auril Expanded Spells
Spell Level
Spells
1st
Tasha’s Hideous Laughter, Ice Knife
2nd
Snilloc’s Snowball Swarm, Phantasmal Force
3rd
Sleet Swarm, Bestow Curse
4th
Ice Storm, Phantasmal Killer
5th
Cone of Cold, Dominate Person
Manipulate Frost
Auril teaches you ways to manipulate the power of cold like never imagined. Starting at level 1, you know the cantrip Ray of Frost if you do not already. In addition, any invocation you have that applies to Eldritch Blast applies to Ray of Frost instead. Finally, you treat ice and sleet as normal terrain.
Ice Sheet
Starting at level 6, your patron teaches you how to turn the very ground beneath your feet to ice. As an action, you may cover the ground within a 60 ft radius of you into ice. This ice counts as difficult terrain. Any creature (besides you) trying to move on this ice has to make a Dex saving throw with a DC equal to your spell save DC or fall prone. This ability lasts a number of rounds equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Frozen Blood
Starting at 10th level, you are not bothered at all by extreme cold. In addition, you have resistance to cold damage and when a creature deals cold damage to you, that creature takes the same amount of damage you do.
Ice cold Touch
Auril teaches you how to freeze creatures with but a touch. Starting at level 14, you may make a melee spell attack. On a hit, the creature hit is paralyzed for a number of rounds equal to your Charisma modifier. Any fire damage dealt to this creature causes the paralysis to end.
Once you use this ability, you may not use it again until you finish a short or long rest.
Invocation: Splitting Ray
Prerequisite: 5th level, Ray of Frost
At 5th level, instead of your ray of frost dealing 2d8 damage, it creates two rays that each deal 1d8 damage. These rays can attack different targets and they require a sperate attack roll. At 11th level, 3 rays, and 4 at 17th
Please comment if you think anything needs to be buffed, nerfed, removed, etc. Thanks for your time!
So now, I am working on turning every go into a Patron. Starting with the forgotten realms gods, and going alphabetically.
I am genuinely worried about you. Looking at the player's handbook, that's around 129 different patrons from campaign settings alone. Tosay that's a lot would be an understatement. I suggest that you look at The Celestial patron and if a player would like a more specific one, than that's when you make one tied to a specific God.
I like the patron, the winter flavor is very nice, may work for a specific fey. Maybe even a Bheur hag would be a nice fit as a patron.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Let me rephrase what I am doing, I am trying to make all of them, only with the ones that interest me. I forgot to put that in there. Do you like the mechanics? In addition, for example, making Thor and Zeus would only require changing a damage type here, a bit of flavor there et. So I don't have to make everything from scratch if that is what you are implying. I appreciate the concern though.
Okay guys here another one: Bane, God of Tyranny and Fear:
Bane, God of Tyranny
Expanded Spell List
Bane lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.
Bane Expanded Spells
Spell Level
Spells
1st
Command, Ray of Sickness
2nd
Ray of Enfeeblement, Phantasmal Force
3rd
Elemental Weapon, Bestow Curse
4th
Confusion, Dominate Beast
5th
Geas, Dominate Person
Aura of Intimidation
Bane teaches you how to frighten people on sight. Starting at level 1, whenever you look at a humanoid, you can choose for it to make a Wisdom saving throw against your spell save DC. On a fail, that creature is frightened of you for a number of rounds equal to your Charisma modifier. In combat using this ability counts as an action, otherwise, this happens automatically
Fearful Vistage
At 6th level, you can attempt to use your reaction to frighten an attacking enemy. When you are attacked, but before damage is rolled, you may make an Intimidation check, contested by the attacking creatures roll. On a failure, nothing happens. On a success, the target must make a Wisdom saving throw against your spell save DC or be frightened until your next turn.
Fearless
Bane teaches you to redirect your own fear upon others. Starting at level 10, you are immune to being magically and non-magickally frightened. In addition, if a creature tries to frighten you, they must succeed on a Wisdom saving throw against your spell save DC or be frightened.
Tyrannic Gaze
Ban teaches you how to draw upon his own terrible vestige to frighten others. Starting at level 14, whenever you frighten a creature with your Aura of Intimidation ability, as a bonus action, you may have that creature take 10d10 psychic damage and make a wisdom saving throw, on a fail, that target is frightened for double the rounds it normally would be frightened upon use of Aura of Intimidation.
This ability can only be used once per short or long rest.
Again, please reply to how you think this class is, in design and flavor.
Amazing. Absolutely amazing. The mechanics seem perfectly balanced and the flavor is great. There are just two things you should know: first, D&D 5e doesn't capitalize spell names; second, this site supports "tooltips" for things like spells.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Thank you so much! I was kind of worried that bane's first level ability would be too overpowered but I am glad it isn't. Know that I have Xanathar's, I will have more spells to choose from and I might even try making some pact boons if I have time.
Okay, guys here is a new pact boon that my friend came up with: Pact of Enhancement:
Your patron teaches you how to enhance any no magical weapon given to you. The process to enchant a weapon requires one weapon you are proficient with and takes one hour. At the culmination of this ceremony, the weapon is changed based on this table below. You may only have one weapon enhanced at a time
Weapon
Eldritch Weapon
Damage
Properties
Quarterstaff, Spear, Javelin or Trident
Voltaic Glaive
1d12 lightning
two-handed, reach, Arcing (20/60)
Dagger, Shortsword, Scimitar
Frigid Gauche
1d8 cold
Finesse, Shielding
Longsword, Rapier
Firewind Blade
2d4 (2d6) fire
Brutal, Versatile
Handaxe, War Axe
Stormrend Axe
2d4 (2d6) thunder
Staggering, Versatile
Club, Mace, Morninstar, Warhammer
Venomous Cudgel
2d4 (2d6) poison
Venomous, Versatile
Flail, Whip
Burning Scourge
2d4 acid
Grappling
Special Weapon Properties:
Arcing: This weapon can be used to make a magical ranged attack. When used this way, the weapon’s damage is 1d6.
Shielding: When you wield a shielding weapon in one hand and no weapon in the other, you gain a +1 bonus to AC.
Brutal: When you roll a 1 with any weapon damage die while using a brutal weapon, you may reroll that die and use the new result.
Venomous: Whenever you score a critical hit with a venomous weapon, the target of that attack is poisoned for one round.
Staggering: Whenever you score a critical hit with a staggering weapon, the target of that attack falls prone.
Grappling: Whenever you attack a creature with a grappling weapon, you may use a bonus action to grapple that creature. You use your Intelligence modifier in place of your Strength modifier for all checks related to this grapple. Until the creature escapes this grapple, it takes damage equal to your intelligence modifier at the start of each of its turns, and you may not make attacks with the weapon used to initiate the grapple.
Some people would say that this is overpowered but because it only uses weapons you are proficient with, I think it is fine. Thoughts?
Okay, guys here is a new pact boon that my friend came up with: Pact of Enhancement:
Your patron teaches you how to enhance any no magical weapon given to you. The process to enchant a weapon requires one weapon you are proficient with and takes one hour. At the culmination of this ceremony, the weapon is changed based on this table below. You may only have one weapon enhanced at a time
Arcing: This weapon can be used to make a magical ranged attack. When used this way, the weapon’s damage is 1d6.
Shielding: When you wield a shielding weapon in one hand and no weapon in the other, you gain a +1 bonus to AC.
Brutal: When you roll a 1 with any weapon damage die while using a brutal weapon, you may reroll that die and use the new result.
Venomous: Whenever you score a critical hit with a venomous weapon, the target of that attack is poisoned for one round.
Staggering: Whenever you score a critical hit with a staggering weapon, the target of that attack falls prone.
Grappling: Whenever you attack a creature with a grappling weapon, you may use a bonus action to grapple that creature. You use your Intelligence modifier in place of your Strength modifier for all checks related to this grapple. Until the creature escapes this grapple, it takes damage equal to your intelligence modifier at the start of each of its turns, and you may not make attacks with the weapon used to initiate the grapple.
Some people would say that this is overpowered but because it only uses weapons you are proficient with, I think it is fine. Thoughts?
I think it should be an Invocation with the Pact of the Blade as a prerequisite. Maybe require high level, too. Other than that, I like it.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Noted! What patron would you like to see next? I have a schedule, but I am open to recommendations. Do you think the prereq should be 12th or 15th? I did 15th but if you think that is underpowered than...
Noted! What patron would you like to see next? I have a schedule, but I am open to recommendations. Do you think the prereq should be 12th or 15th? I did 15th but if you think that is underpowered than...
I'd say 9th or 15th because there's already Lifedrinker at 12th.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Awesome. Just to explain my reasoning, At level 9, If a warlock was using venomous cudgel two-handed, provided it had this, thirsting blade, and improved pact boon, it would essentially be the same as a level 9 fighter with a +1 enormous greatsword. And this guy has spells, more invocations, etc.
Hello everybody! Recently, one of my players has asked me about just what qualifies as a Warlock Patron. I then told him my usual answer, "any extraplanar entity that wants a representative of their power on this plane." The player then asked me "wouldn't a god qualify as a patron then?" Dumbfounded, I agreed. So now, I am working on turning every go into a Patron. Starting with the forgotten realms gods, and going alphabetically. First is Auril, Goddess of WInter. Enjoy!
Auril, Goddess of Winter
Expanded Spell List
Auril lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.
Auril Expanded Spells
Spell Level
Spells
1st
Tasha’s Hideous Laughter, Ice Knife
2nd
Snilloc’s Snowball Swarm, Phantasmal Force
3rd
Sleet Swarm, Bestow Curse
4th
Ice Storm, Phantasmal Killer
5th
Cone of Cold, Dominate Person
Manipulate Frost
Auril teaches you ways to manipulate the power of cold like never imagined. Starting at level 1, you know the cantrip Ray of Frost if you do not already. In addition, any invocation you have that applies to Eldritch Blast applies to Ray of Frost instead. Finally, you treat ice and sleet as normal terrain.
Ice Sheet
Starting at level 6, your patron teaches you how to turn the very ground beneath your feet to ice. As an action, you may cover the ground within a 60 ft radius of you into ice. This ice counts as difficult terrain. Any creature (besides you) trying to move on this ice has to make a Dex saving throw with a DC equal to your spell save DC or fall prone. This ability lasts a number of rounds equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Frozen Blood
Starting at 10th level, you are not bothered at all by extreme cold. In addition, you have resistance to cold damage and when a creature deals cold damage to you, that creature takes the same amount of damage you do.
Ice cold Touch
Auril teaches you how to freeze creatures with but a touch. Starting at level 14, you may make a melee spell attack. On a hit, the creature hit is paralyzed for a number of rounds equal to your Charisma modifier. Any fire damage dealt to this creature causes the paralysis to end.
Once you use this ability, you may not use it again until you finish a short or long rest.
Invocation: Splitting Ray
Prerequisite: 5th level, Ray of Frost
At 5th level, instead of your ray of frost dealing 2d8 damage, it creates two rays that each deal 1d8 damage. These rays can attack different targets and they require a sperate attack roll. At 11th level, 3 rays, and 4 at 17th
Please comment if you think anything needs to be buffed, nerfed, removed, etc. Thanks for your time!
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Let me rephrase what I am doing, I am trying to make all of them, only with the ones that interest me. I forgot to put that in there. Do you like the mechanics? In addition, for example, making Thor and Zeus would only require changing a damage type here, a bit of flavor there et. So I don't have to make everything from scratch if that is what you are implying. I appreciate the concern though.
Okay guys here another one: Bane, God of Tyranny and Fear:
Bane, God of Tyranny
Expanded Spell List
Bane lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.
Bane Expanded Spells
Spell Level
Spells
1st
Command, Ray of Sickness
2nd
Ray of Enfeeblement, Phantasmal Force
3rd
Elemental Weapon, Bestow Curse
4th
Confusion, Dominate Beast
5th
Geas, Dominate Person
Aura of Intimidation
Bane teaches you how to frighten people on sight. Starting at level 1, whenever you look at a humanoid, you can choose for it to make a Wisdom saving throw against your spell save DC. On a fail, that creature is frightened of you for a number of rounds equal to your Charisma modifier. In combat using this ability counts as an action, otherwise, this happens automatically
Fearful Vistage
At 6th level, you can attempt to use your reaction to frighten an attacking enemy. When you are attacked, but before damage is rolled, you may make an Intimidation check, contested by the attacking creatures roll. On a failure, nothing happens. On a success, the target must make a Wisdom saving throw against your spell save DC or be frightened until your next turn.
Fearless
Bane teaches you to redirect your own fear upon others. Starting at level 10, you are immune to being magically and non-magickally frightened. In addition, if a creature tries to frighten you, they must succeed on a Wisdom saving throw against your spell save DC or be frightened.
Tyrannic Gaze
Ban teaches you how to draw upon his own terrible vestige to frighten others. Starting at level 14, whenever you frighten a creature with your Aura of Intimidation ability, as a bonus action, you may have that creature take 10d10 psychic damage and make a wisdom saving throw, on a fail, that target is frightened for double the rounds it normally would be frightened upon use of Aura of Intimidation.
This ability can only be used once per short or long rest.
Again, please reply to how you think this class is, in design and flavor.
Amazing. Absolutely amazing. The mechanics seem perfectly balanced and the flavor is great. There are just two things you should know: first, D&D 5e doesn't capitalize spell names; second, this site supports "tooltips" for things like spells.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Thank you so much! I was kind of worried that bane's first level ability would be too overpowered but I am glad it isn't. Know that I have Xanathar's, I will have more spells to choose from and I might even try making some pact boons if I have time.
Okay, guys here is a new pact boon that my friend came up with: Pact of Enhancement:
Your patron teaches you how to enhance any no magical weapon given to you. The process to enchant a weapon requires one weapon you are proficient with and takes one hour. At the culmination of this ceremony, the weapon is changed based on this table below. You may only have one weapon enhanced at a time
Weapon
Eldritch Weapon
Damage
Properties
Quarterstaff, Spear, Javelin or Trident
Voltaic Glaive
1d12 lightning
two-handed, reach, Arcing (20/60)
Dagger, Shortsword, Scimitar
Frigid Gauche
1d8 cold
Finesse, Shielding
Longsword, Rapier
Firewind Blade
2d4 (2d6) fire
Brutal, Versatile
Handaxe, War Axe
Stormrend Axe
2d4 (2d6) thunder
Staggering, Versatile
Club, Mace, Morninstar, Warhammer
Venomous Cudgel
2d4 (2d6) poison
Venomous, Versatile
Flail, Whip
Burning Scourge
2d4 acid
Grappling
Special Weapon Properties:
Arcing: This weapon can be used to make a magical ranged attack. When used this way, the weapon’s damage is 1d6.
Shielding: When you wield a shielding weapon in one hand and no weapon in the other, you gain a +1 bonus to AC.
Brutal: When you roll a 1 with any weapon damage die while using a brutal weapon, you may reroll that die and use the new result.
Venomous: Whenever you score a critical hit with a venomous weapon, the target of that attack is poisoned for one round.
Staggering: Whenever you score a critical hit with a staggering weapon, the target of that attack falls prone.
Grappling: Whenever you attack a creature with a grappling weapon, you may use a bonus action to grapple that creature. You use your Intelligence modifier in place of your Strength modifier for all checks related to this grapple. Until the creature escapes this grapple, it takes damage equal to your intelligence modifier at the start of each of its turns, and you may not make attacks with the weapon used to initiate the grapple.
Some people would say that this is overpowered but because it only uses weapons you are proficient with, I think it is fine. Thoughts?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Noted! What patron would you like to see next? I have a schedule, but I am open to recommendations. Do you think the prereq should be 12th or 15th? I did 15th but if you think that is underpowered than...
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Don't you think it would be overpowered at level 9 considering that you would already have an extra attack via thirsting blade?
Good point. 15th, then?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Awesome. Just to explain my reasoning, At level 9, If a warlock was using venomous cudgel two-handed, provided it had this, thirsting blade, and improved pact boon, it would essentially be the same as a level 9 fighter with a +1 enormous greatsword. And this guy has spells, more invocations, etc.
This is fantastic content - thanks for drawing this up!