Warlock
Base Class: Warlock

The Hedonistic Lotiv attracts those who wish for the excess - be it food, wine, gambling or... other activities of a carnal nature. Being trapped in their Demi-plane, they can only live vicariously through their followers. In return, they grant them the skills and magic to bring ever greater heights of debauchery to within their grasps.

 Avatar Art by Rafael Ferreira on Artstation.

Vices

You choose your patron’s bestowed Vice or determine it randomly, using the table below. The quirk must be adopted by the follower.

d4 Vice Quirk
1 Gambling You cannot pass up any form of gambling if seen or offered.
2 Drink You will always buy the best available.
3 Food You eat twice what a normal person would.
4 Carnal You are insatiably flirty.
Alcohol

Your bestowed Vice is Alcohol.

Carnal

Your bestowed Vice from Lotiv is the pursuit of Carnal Pleasure.

Food

Your patron's bestowed Vice is Food.

Gambling

Your bestowed Vice from Lotiv is the Gambling bug.

Expanded Spell List

1st-level Patron feature

The Red Satyr lets you choose from an expanded list of spells when you learn a warlock spell. The Patron Expanded Spells table shows the  spells that are added to the warlock spell list for you, along with the spells associated in the table with your chosen vice: Alcohol, Food, Carnal or Gambling.

Spell Level Patron Spells Alcohol Spells Food Spells Carnal Spells Gambling Spells
 1st  entangle   create or destroy water   goodberry   command   identify
 2nd   spike growth   protection from poison   locate animals or plants   enthrall   calm emotions
 3rd   daylight   create food and water   create food and water   leomunds tiny hut  nondetection 
 4th   conjure woodland beings   watery sphere   sickening radiance   polymorph   secret chest
 5th   mass cure wounds   seeming   contagion   dominate person   mislead
 9th   wish        

Green Key

The Green Key doubles as an Arcane Focus. While holding the Green Key, you can do one of the following:

Forest Respite. As an action, you can use the Green Key to open any door onto a magical grove, where Lotiv is waiting. You may bring up to 5 people with you. Any disprespect towards Lotiv while in her grove will result in all members except the holder of the Green Key to be evicted from the Grove roughly, causing 4d6 Psychic damage in the process.

Satyr's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your Vice: bludgeoning (Food), thunder (Alcohol), fire (Carnal), or cold (Gambling).

The Green Key’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the Green Key is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous Key is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Lovit's Wrath (Food)

Once during each of your turns when you hit with an attack roll, you can deal extra bludgeoning damage to the target equal to your proficiency bonus.

Vice's Gift

6th-level Patron feature

You begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your Vice’s kind: bludgeoning (Food), thunder (Alcohol), fire (Carnal), or cold (Gambling).

In addition, as a bonus action, you can give yourself a walking speed of 60ft, which lasts for 10 minutes. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Alcohol

You begin to take on characteristics of your bestowed Vice.

You now have resistance to a damage type determined by your bestowed Vice: bludgeoning (Food), thunder (Alcohol), fire (Carnal), or cold (Gambling).

Carnal

You begin to take on characteristics of your bestowed Vice.

You now have resistance to a damage type determined by your bestowed Vice: bludgeoning (Food), thunder (Alcohol), fire (Carnal), or cold (Gambling).

Food

You begin to take on characteristics of your patron’s bestowed Vice's.

You now have resistance to a damage type determined by your patron’s bestowed Vice: bludgeoning (Food), thunder (Alcohol), fire (Carnal), or cold (Gambling).

Gambling

You begin to take on characteristics of your bestowed Vice.

You now have resistance to a damage type determined by your bestowed Vice: bludgeoning (Food), thunder (Alcohol), fire (Carnal), or cold (Gambling).

Door to Sanctuary

10th-level Patron feature

When you use the Forest Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are allowed into the Grove with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

After 10 minutes, The Red Satyr may grow bored (1d6, odds to stay) and eject you from the Grove.

Limited Wish

14th-level Patron feature

You entreat your patron to grant you a small wish. As an action, you can speak your desire to the Green Key, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

The Red Satyr Image

Comments

Posts Quoted:
Reply
Clear All Quotes