Warlock
Base Class: Warlock

Your Warlock makes a pact with an object that holds great and terrible power.

There are the few warlocks that can physical interact with their patrions. The closest thing to this that Warlocks of the Artifact have are sentient objects that grant them their power. These objects either are their patrons in physical form or a magical representation of their patrons. The items offers their Warlocks magic that protects their users from harm and can be used as tools of utility. In addition, the items can telepathically speak to any who posseses them, making them an ideal tool for acquiring secrets. All warlocks of the artifact should take the word of their sentient objects wirh a grain of salt, as the objects are known to misinterpret the thoughts and emotions of mortals due to their alien nature.

Some gods craft powerful artifacts and send them into the matirial plane to influence mortal souls. Great and terrible archmages and liches have also created similar objects of power and infuse part of their soul within it. Beings of the upper planes can craft items and spread healing influence through these items and those of the lower planes can corrupt similar objects to spread ruin and devastation. Other outsiders from the far realm may influence crafters to forge totems in their image.

Whatever the origins of the artifact is, your Warlock is able to commune with the force that inhabits it and that same force is able to grant you tremendous abilities.

You may look through the Patron Origins table for ideas of how your patron came to be and what motives it might have. You can also look through the Sentient Magic items section of the Dungeon Master's Guide for other NPC ideas.

D6 - Patron Origins
  1. My patron was created by a deity or a group of deities and it wishes to fulfill its divine destiny.
  2. My patron came to me in a vision. I spent countless months crafting a perfect vessel for it to manifest.
  3. My patron once belonged to a powerful ruler and it wishes to return to its true master.
  4. My patron was once the phylactery of a lich. I can hear the numerous souls trapped within it.
  5. My patron holds the soul of a powerful spellcaster and it desires a new body to inhabit.
  6. My patron is an organic and alien construct from another plane of existence, most likely from the far realm.
 A Sentient Item's Loyalty

Some magical artifacts that were created or previously owned by powerful lords or terrible beings of magic may desire to return to their original masters. In some cases, an item's goals may change overtime depending on the relationship they have with the warlock who possesses them. Should a strong relationship be forged, the item may abandon their original masters in favor of the bond they made with their warlock. There are also cases of warlocks misusing their patrons, leading the patron to use unorthodox means to abandon their warlock in favor of a new one.

 

Artifact's Nature

At 1st level, you determine the form of your patron and gain all the benefits that come with that form.

You must choose from one of the following templates for how your patron takes form. Your patron may take on the form of the Ring, the Glove, the Handle, the Helm, or the Cloak.

These are the following features that come with your patron by default in all forms:

  • Your patron does not take space in your inventory and is considered part of your being until you die. Your patron cannot be disarmed or removed from you unless you are incapacitated. You can remove your patron from your person and have it set somewhere else. If for whatever reason you become separated from your patron, you are unable to use the features given to you from your patron's form. You can perform an 8 hour long ritual to call your patron back onto your person.
  • Your patron can telepathically communicate with any creature that is in physical contact with it. It is considered weightless in the possession of other creatures.
  • Your patron cannot be physically or magically harmed through conventional means. However, should a creature attack your patron while it is not in physical contact with anyone, you take whatever damage your patron would take at half of the total amount. Your patron's AC is equal to 10 plus your warlock level.
  • Your patron cannot be used as an arcane focus. However, you could feed your patron the material components of a spell as part of your spellcasting action should you wish to do so.
The Cloak

Your patron takes the form of a cloak, cape, blanket, or scarf.

While wearing your patron, you gain the following benefits:

  • You gain resistance to cold and fire damage.
  • You are able to cast the Minor Illusion and Resistance cantrips without needing material components. These do not count as your cantrips known. Your spellcasting modifier with these spells is Charisma.

The Glove

Your patron takes the form of a glove, gauntlet, bracer, or some other accessory that covers your hand and/or arm.

While equipped with your patron, you gain the following benefits:

  • When you make an unarmed strike against a target, you can add your Charisma modifier to the attack bonus and the damage.
  • You gain proficiency in athletics(assuming you aren't already proficient)
  • If something requires you to make a Strength check, you can instead use a Charisma check in its place. If it requires a Strength(athletics) check, you can use a Charisma(athletics) check instead with the proficiency bonus included.
  • If you are missing a hand, an arm or a similar limb, your patron acts as a prosthetic attachment that replaces the negative effects of the missing limb. In any case you have a free hand while wearing your patron for the purposes of spellcasting and other activities that require a free hand.

The Handle

Your patron takes the form of a tiny rod that can fit in the palm of your hand.

While wielding your patron, you gain the following benefits

  • You can spend an action or a bonus action to activate your patron to take the shape of a battleaxe, a warhammer, or a war pick. You have proficiency in each form, and you are able to add your Charisma modifier to any attack rolls and damage rolls you make with these forms.
  • You can spend an action to activate your patron to take the shape of a utility item, such as a crowbar, a 10 foot long rope or chain, a goblet or ladle, or a lantern that sheds bright light with a radius of 10 ft.
  • You can spend a bonus action to activate your patron to take the shape of a shield. You gain a +2 bonus to your AC while this form is active.

The Helm

Your patron takes the form of a helmet, hat, crown, spectacles, goggles, mask, or some other form of headgear.

While donning your patron, you gain the following benefits:

  • You are able to cast the Thaumaturgy and Vicious Mockery cantrips. These cantrips do not count as your known cantrips. Your spellcasting ability for these cantrips is Charisma.
  • You gain advantage in perception checks made in bright light. If you have the sunlight sensitivity trait, you ignore the disadvantage.
  • You gain a +2 bonus to Intimidation, Persuasion, and Performance Checks.

The Ring

Your patron takes the form of a ring.

While wearing your patron on your finger or a similar digit, you gain the following benifits

Expanded Spell List

The Artifact 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.

Artifact Expanded Spells

Artifact's Communion

Starting at 6th level, you gain the following benefits:

  • You are able to telepathically communicate with your patron regardless of physical contact as long as your patron is within the same plane of existence as you are.
  • When your patron makes physical contact with another creature, you can cast the detect thoughts spell onto the creature without using a spell slot or needing material components. You can ignore the range limitation of the spell as long as your patron remains within the same plane of existence as you are. Your patron cannot speak directly to you in this state, but you can still relay ideas and suggestions to your patron without alerting the creature of your presence should you desire to do so.

Artifact's Guard

At 10th level, While maintaining physical contact with your patron, you gain a bonus to your AC equal to your Charisma modifier. You also gain 1 temporary hit point for each hour you maintain physical contact up to a maximum equal to your Warlock class level. These temporary hit points do not stack with any effects that also add temporary hit points.

Artifact's Boon

Starting at 14th level, Your patron is willing to transfer some of its power to others. You can coordinate with your patron weather it grants boons, curses, or both to another creature.

When another creature maintains physical contact with your patron, you can decide if they gain one or more of the patron's benefits that you gain from physical contact. You can also chose to curse this creature in one or more of the following ways:

  • The creature cannot remove your patron without succeeding in an ability save of your choice against your Warlock spell save DC.
  • The creature cannot remove your patron without causing a lingering injury, losing half of their maximum hit points, or suffering one level of exhaustion (your choice).
  • The creature is deafened and cannot hear anything other than your patron. This has no effect on creatures that are immune to being deafened
  • The creature is blinded beyond 15 ft. This has no effect on creatures that are immune to being blinded.
  • The creature is frightened and charmed by you. This has no effect on creatures that are immune to one or both conditions.
  • You know exactly where the creature is at all times regardless of distance, obstructions, or if the creature is invisible.
  • If an attacker targets the patron and hits it, the creature takes an additional damage equal to the total damage. The patron an AC equal to the creature's AC plus 2. You suffer no damage from this attack.

All benefits and cursed are removed once the creature no longer maintains physical contact with your patron.

You spend an action setting these benefits and/or curses to your patron. There is no minimum or maximum limit to how many benefits or curses you add. Once you have set all benefits and/or cursed, you cannot change them until after completing a long rest.

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