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Otherworldly Patron Expanded Spell list

The beings that serve as patrons for warlocks are mighty Drawing from the Spirit of Vengeance, you can now choose
inhabitants of other planes of existence---not gods, but almost from an expanded list of spells to learn as warlock spells.
godlike in their power. Variouse patros give their warlocks Spirit of Vengeance Spells
access to different powers and invocations, and expect
significant favores in return. Some patrons collect warlocks, Spell level Spells
doling out mystic knwoledge relatively freely or boasting of
their power only gridgingly, and might make a pact with only 1st Burning Hands, False Life
one warlock. Warlocks who serve the same patron may see 2nd Scorching Ray, Hold Person
eachother as allies, siblings, or rivals
3rd Fireball, Speak With Dead
The Spirit of Vengeance 4th Banishment, Fire Shield
Your patron does not reside on a higher plane, but is instead 5th Geas, Dominate Person
housed within you. You are host to a powerful being with ties
to both heaven and hell, the spirit of vengeance. Bonus Proficiencies
While few know the full nature and origin of the spirits of At 1st level you gain proficiency with Martial weapons.
vengeance, certain ideas of their creation can be formed from
myths and legends of old. It is said that in a time before the Mantle of the Ghost Rider
memory of man, a forgotten god of vengeance crafted Starting at 1st level, you gain the ability to assume the
powerful servents to fulfill his agenda, vengeful spirits formed legendary form of the Ghost Rider. As a bonus action on your
from his own celestial presence. However, these spirits were turn, you transform; An infernal fire erupts from within you
dangerous and undisiplined, doling out unforgiving and and seems to burn away your flesh, leaving only a blazing,
dispraportionate judgement for minor offences; and the gods armored skeleton. While in this form, you gain the following
werhe forced to imprison them in the deepest pits of hell, were benefits.
they accumulated greater powers from the infernal realm
itself. Now, they are bound to mortal beings to temper their You have resistance to fire and necrotic damage.
irrational nature, becoming a Ghost-Rider. You are affected by any spells and abilities that damage,
Few people seek the power of the ghost-rider by choice, as it detect, or repel fiends.
is as much a curse as it is a blessing. Most commonly, mortals When you hit with a melee attack, or with eldritch blast,
become Ghost Riders as a gambit for their salvation; Perhaps the target takes an additional 1d4 fire damage, this extra
you sold your soul to an arch-duke of hell out of selfless damage increases to 1d6 at 6th level and 1d8 at 10th level.
desparation, or died a terrible and unfare death, perhaps you You gain advantage on all intimidation checks. Additionally,
called out to the ancient god of vengeance in a time of sincere when you use the intimidation skill to intimidate a
need. No matter the cause, you were imbued with the power creature, that creature must make a wisdom saving throw
of the ghostrider by an unnamed angelic servant of the god of with a DC equal to your Spell Save DC; on a failed save,
venceance, who saw you as a worthy soldier for the cause of the target becomes stunned until you revert to your mortal
absolute justice. form. The target can repeat this saving throw on each of its
turns, ending the effect on a successful save.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You can remain in your Ghost Rider form for a number of When you are drop to 0 hit points but are not killed
rounds equal to twice your charisma modifier, and you may outright while in your ghost rider form, you revert to your
end your it early as a free action. Your Ghost Rider form ends normal form and drop instead to 1 hit point.
earthly if you fall unconscious or die. Your Strength and Constitution scores increase by 2, to a
Once you have used this feature, you cannot use it again maximum of 20
until you finish a short or long rest. At 6th level, you can use
this feature twice per long rest, and 10th level you can use it 3 Absolute Vengeance
times per long rest. Beginning at 14th level, you have become the paragon
If you witness innocent blood spilled, you transform into champion of the spirits of vengeance. You may now use your
your Ghost Rider form early and must attack the creature that Mantle of the Ghost Rider feature as often as you want
attacked the innocent creature. This counts against the without completing a short or long rest, but may still only
amount of time you can spend in your Ghost Rider form, and remain in your ghost rider form for a number of rounds equal
you cannot revert to your normal form until you defeat the to twice your charisma modifier.
offender. Additionally, you are much harder to kill than most
warriors. You may reroll any Death Saving Throw you make,
Brazen Steed but must use the new roll.
Beginning at 6th level, you gain the ability to conjure a
demonic mount that is an extension of your vengeful prowess.
You gain the ability to cast the Phantom Steed spell as a
bonus action on your turn.
The mount you conjure with this ability is altered by your
infernal power, superficially resembling a nightmare (Monster
Manuel page 235), with a build appropriate to your choice of
mount. The summoned mount has the statistics of a
Warhorse, Mastiff, Pony, or Worg, with the following
changes. You may be able to choose a different mount as your
brazen steed, at your DM's discretion.
The mount gains immunity to fire damage.
Any form of attacks it makes deal an additional 1d8 fire
damage.
The Mounts Hit Point maximum increases by a number
equal to twice your warlock level.
The Mounts AC increases by 2.
The mount can only be ridden by you, if any other creature
tries to ride it, they take 1d6 fire damage on each of their
turns until they dismount.
Once you have conjured your Brazen Steed, it remains until
you dismiss it, no action required. The Steed vanishes early if
it drops to 0 hit points, or if you fall unconscious or die. You
may only have one Brazen Steed conjured at any time.
While mounted on your brazen steed, you have advantage
on attack rolls against unmounted targets.
You can transform an existing mount into a brazen steed by
performing a 1 hour ritual, creating a mystical bond between
yourself and the mount. Instead of being conjured with the
Phantom Steed spell, this mount remains on the material
plane at all times, remaining in its mundane form until you
use a bonus action to transform it into a brazen steed,
granting it the above benefits. If a brazen steed bound to you
in this way would die, you can bring it back to life as an 8 hour
ritual during a long rest by expending 100 gp of material Credits
components. Ghost Rider and all related elements are property of Marvel
comics
Greater Mantle of the Ghost Rider Template provided by GMBinder
Beginning at 10th level, when you assume the form of the Art by sethklok and harrykrizz on deviantart.
Ghostrider you gain the following abilities, in addition to the Homebrew by Shuvleconquersall
benefits granted by the Mantle of the Ghost rider feature.
You have Immunity to fire and necrotic damage, you also
gain resistance to fire damage while not in your ghostrider
form.
Your base walking speed increases by 10.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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