Base Class: Warlock
Your patron is a manifestation of the archetypical quest-bearing tavern keep. This being's motivations are somewhere between simply spreading revelry and bringing good fortune to those who deserve happiness and wealth. This being is generally brought into existence by the sheer imagination/willpower of a drunkard adventurer, though it is aware of the world's pantheon(s) and communes with them in order to stay tangible...
This is also done on behalf of the patron via a "Favors" system for which the rewards are given secondhand by the world's pre-existing Gods and patrons, meant to symbolize the relationship between a barkeep and its patrons who submit to an archetypical "Questboard." Do note that the communing between this patron and the other entities in question are not always consensual; more often than not, the Questkeeper is merely prying the minds and motivations of these beings and informing their successes afterward. This can prove problematic if a non-willing secondhand patron discovers the plot. In some ways this patron is not as forthcoming as he seems; in truth, he is trying to "get good" or "gain clout" with other entities and may abandon their followers after gaining enough power.
Bonus Proficiencies
When you choose this patron at 1st level, you gain proficiency in the Performance skill if you don't already have it. You also gain proficiency with brewer's supplies if you don't already have it.
Expanded Spell List
The Questkeeper 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.
Questkeeper Expanded Spells
|
SPELL LEVEL |
SPELLS |
|
1st |
disguise self, sleep |
|
2nd |
calm emotions, knock |
|
3rd |
tongues, tiny hut |
|
4th |
confusion, legend lore |
|
5th |
modify memory, locate creature |
Know A Guy
Starting at 6th Level, your happy-go-lucky, commanding presence can assist you in any endeavor, for a price. When in need, approach an NPC and describe your predicament. When you activate this feature, the NPC in question will suddenly remember that they know someone who can do the job/can accompany you/has the object you're looking for/etc. However, said NPC will only respond in this fashion should you succeed a Persuasion/Intimidation/Deception check with a DC equal to or greater than the NPC's Charisma score.
Furthermore, upon success, both the NPC(s) you have questioned and the NPC(s) they refer you to will at some point require a favor each in return, determined by the GM. Twice over if any party ever realizes that they have been persuaded to help you unfairly, such as being under the influence of magic or intoxicating substance.
This feature can be used twice per level, but cannot be used consecutively within the same 10 days.
The Quest Board
Starting at 1st Level, your patron can be regularly communed with in your sleep during a long or short rest, or while unconscious. When this happens, you are granted clues that may guide you to specific side quests that covertly assist other powerful entities in your world (Gods, Demons, Angels, Old Ones, Fey, Wizards, Kings, Etc.) which your patron has decided to have potential for beneficial relationships (either between you and the entity or the patron itself and the entity). The clues and respective quests are determined by the GM and may appear In various ways (visions, riddles, sensations, etc.).
At 1st Level, communing with this ontological Quest Board grants you 3 possible quests. 4 possible quests at 3rd Level, and 5 possible quests at 6th level onward.
Tavernous Demiplane
Beginning at 10th Level, you can summon a door onto a wall that opens into an extradimensional dwelling similar to an average tavern of your design. This operates in the same ways as the 7th-Level spell Magnificent Mansion.
You must finish a long rest outside of the dwelling before you can use this feature again.
Eldritch Wingman
Beginning at 14th Level, your patron learns to assemble a temporary avatar who can assist you in any environment where alcohol is present. Knowing your persona and deeds in detail, the avatar will stumble onto the scene, pretending to be a blackout drunk, trying its best to put in a good word (truthfully or otherwise) when you decide it is necessary. As long as it is making its presence known to others, you have an advantage on any Charisma, Intelligence, and Wisdom -based skill checks except for Animal Handling, Medicine, and Survival. These successes may be justified on the behalf of your patron's avatar if it makes more sense to do so. The avatar can only remain present for an hour maximum, after which it must promptly leave lines of sight or have its vanishing be witnessed by any peers.
This feature cannot be used again until you complete a long rest.
However, when used in conjunction with your Tavernous Demiplane ability, the avatar can remain in the extraplanar space indefinitely. When this combination is executed, neither ability can be used again for 10 days.
Previous Versions
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1/16/2021 8:39:06 PM
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1/16/2021 8:44:57 PM
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