Warlock
Base Class: Warlock

Your patron is a being of raw power who wishes destruction upon the creations of mortals. Such an entity would have done so long ago, if not for the slumber, chains, or offerings that delay their wrath. You act as either a harbinger or warden for your patreon. Perhaps you simply wish to warn others of your patreon’s wrath while keeping it imprisoned and satiated, or maybe you seek to directly release them from their restraints.

Examples of a Slumbering Doom patron include Ogrémoch, the Mountain that Walks; Dendar, the Night Serpent; Maegera, the Inferno; the jötunn Surtr; the island spirit Vul-Kar; and even the mighty Tarrasque.

Expanded Spell List

The Slumbering Doom 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.

Slumbering Doom Spells
Spell Level Spells

1st

catapult, earth tremor

2nd

augury, flaming sphere

3rd

erupting earth, sleet storm

4th

control water, divination

5th

commune, control winds

8th

earthquake, incendiary cloud, tsunami, control weather

Important Note for D&D Beyond

All spells used in this subclass can either be found in the Basic Rules or the EEPC... with the exception of tsunami, which can be found in the PHB. Due to the limitations of making homebrew content public on D&D Beyond, this spell will not appear as an option when editing your spell list. If you own the PHB (or have bought tsunami individually), and wish to add it to your character, a tutorial will be posted below as a comment to this homebrew.

Bonus Cantrip

At 1st level, you learn one cantrip of your choice. The chosen cantrip can either be fire bolt, gust, mold earth, or ray of frost. It counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known.

Wrath Foretold

Starting at 1st level, your patreon gives you visions of destruction. As a bonus action, choose one creature, structure, or object that isn't being worn or carried that you can see within 60 feet of you. You get a glimpse at the target’s doomed fate, cursing the target for 10 minutes.

While you can see the target, you may end the curse early to give an attack roll made against the cursed target advantage, or to make the cursed target roll a saving throw with disadvantage.

You can use this feature a number of times equal to your proficiency bonus. If the target dies or is destroyed while cursed, the curse ends and you regain a single use of this feature. You regain any expended uses when you finish a long rest.

Forerunner of the Apocalypse

Starting at 6th level, you’ve become more adept at navigating the ruins of the end times. Moving through difficult terrain costs you no extra movement.

In addition, if the effect causing the difficult terrain would require you to make a saving throw, you do so with advantage.

Eye of the Storm

Starting at 10th level, you learn to bend your patron’s destruction into a temporary safe haven. As an action, you create a protective zone centered on a point you can see within 30 feet of you. Creatures, structures, and objects have advantage on saving throws while they are within 10 feet of that point.

The zone persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

Behold the End

At 14th level, you can create a localized version of your patron’s desired apocalypse. As an action, you can choose a point within 30 feet of you for your patron’s destructive wrath to manifest. The DM chooses a damage type that would make sense for your patron’s apocalypse. Each creature, structure, or object that isn't being worn or carried in a 20-foot-radius sphere centered on that point takes 4d8 damage of the chosen type, or half as much damage if they are within the protective zone created by your ”Eye of the Storm” feature. Each creature that takes damage this way must make a Wisdom saving throw or be stunned till the end of their next turn.

Once you use this feature, you can’t do so again until you finish a long rest.

Optional Rule: Doom Awakens

Whenever a warlock of the Slumbering Doom uses their “Behold the End” feature, the DM may secretly roll percentile dice. If they roll a number equal to or lower than the number of times the warlock has used that feature, their patron begins to awaken or break free.

If this ever happens. the DM chooses the ramifications of this event; however, they should not treat it in a manner that would immediately end a campaign. The patron is not fully loose, at least not yet. In a way, this event is only the falling of the first domino towards the patron’s ideal apocalypse. The end result can be delayed or even stopped, but only if something is done about it.

This could act as a short campaign arc for the party, as they try to figure out how to fix it. Some examples for solving this problem may include repairing the patron’s shattered chains, closing an extraplanar rift, appeasing the patron, or convincing another powerful entity to deal with it.

In the meantime, there would probably be an increase of signs, omens, and disasters all directly associated with the patron’s awakening. For most of the party, this would probably be what tips them off to something being wrong. While it might take the party a while to know what’s exactly going on, it is advisable to give the warlock at least a vague understanding of what happened the moment their patron begins to get loose.

Expanded Mystic Arcanum (8th level)

(This feature will appear on your character sheet at 14th level but does not take effect until 15th level)

When choosing your Mystic Arcanum (8th level), you may instead choose the earthquake, incendiary cloud, tsunami, or control weather spell. If you choose one of these spells, make sure to leave the option for your "Mystic Arcanum (8th level)" feature on "- Choose a Spell -." If you do not choose one of these spells, leave this feature on "- Choose a Spell -" instead.

Previous Versions

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