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Warlock Patrons

Archmage Patron
Your patron is a mighty student of magic. Whether you are
their student, their servitor, or an acolyte they are unaware of,
your study of them and their adventures has opened your
mind to the world of arcane magic.
Archmage Features
Warlock
Level Features
1st Expanded Spell List, Arcane Overchannel,
Spellbook
6th Favored School
10th Magical Division
14th Arcane Mastery

Expanded Spell List


The Archmage 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.
Archmage Expanded Spells
Spell Level Spells
1st Detect Magic, Magic Missile
2nd Magic Weapon, Nystul's Magic Aura
3rd Catnap, Protection from Energy
4th Arcane Eye, Leomund's Secret Chest
5th Planar Binding, Teleportation Circle

Variant Expanded Spell List: Patron


Specific Spells
Many of the Archmages of the worlds of Dungeons
and Dragons play a literal role in the game's
mechanics. The most obvious example of this is in
the spells that pervade the game — spells such as
Mordenkainen's Magnificent Mansion and Nystul's
Magic Aura are supposedly created by, if not
signature spells of, a specific Archmage.
If a player's patron is one of these archmages, or
if certain spells in your setting were created by a
given archmage, consider replacing one or more of
the spells in the Archmage Expanded Spell List for
that player.
If an Archmage is instead known for a higher
level spell, you might instead consider allowing
that player to take that higher level spell as one of
their Mystic Arcanum spells.

Arcane Overchannel
Starting at first level, you learn to briefly control large
amounts of arcane energy to devastating effect. When you
cast a spell of first level or higher, you may cause that spell to
have a +2 bonus to its attack roll or saving throw DC, as
appropriate.

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Once you have used this ability, you must finish a long rest The Everlasting Darkness lets you choose from an expanded
before you may do so again. list of spells when you learn a Warlock spell. The following
spells are added to the Warlock spell list for you.
Spellbook
Also at first level, you have a spellbook that allows you to Everlasting Darkness Expanded Spells
record additional spells you find, similarly to a Wizard. Warlock Level Features
Initially, this spellbook contains only the spells that you know. 1st Ray of Sickness, Sleep
Each time you learn a spell from your Pact Magic feature, you
may add it to your spellbook for free. In addition, you may add 2nd Blindness/Deafness, Ray of Enfeeblement
spells that you find in your adventures to your spellbook, 3rd Animate Dead, Vampiric Touch
assuming that they are on the Warlock spell list, following the 4th Death Ward, Greater Invisibility
rules set forth in the Your Spellbook sidebar on page 114 of
the Player's Handbook. 5th Antilife Shell, Destructive Wave
When you finish a long rest, you choose a number of spells
from your spellbook to prepare equal to the number shown in Reaper's Proficiencies
the Spells Known column of the Warlock table for your level At first level, you gain proficiency with medium armour and
martial weapons.
Favored School
Starting at sixth level, you begin to focus your study, pursuing Superior Darkvision
the mastery of one school of magic above the others. Choose Also at first level, you gain darkvision with a range of one
one of the eight schools of magic. The time and gold you hundred and twenty feet. If you already had darkvision,
must spend to copy a spell of the chosen school into your increase its range by thirty feet or to one hundred and twenty
spellbook is reduced by half. feet, whichever grants the larger radius.
In addition, when you use an action to cast a spell of your
chosen school, you may use a bonus action to cast a cantrip Eyes of Midnight
from the same school, even if that cantrip would normally Starting at sixth level, you can see in magical darkness within
have a casting time of one action. your darkvision radius.
Magical Division Necrotic Affinity
At tenth level, you have improved mastery of magic, allowing Also starting at sixth level, when you roll to deal necrotic
you to better ration your spell slots. As a bonus action on your damage to a creature, you may reroll any ones. You must use
turn, you may divide one of your unexpended Pact Magic the new rolls, even if you roll a one again.
spell slots into two slots whose combined level is less than or
equal to the level of the expended Warlock spell slot. Deathly Smite
Starting at tenth level, you can expend a spell slot when you
Arcane Mastery hit a creature with a melee weapon attack. If
When you reach fourteenth level, your mastery of magic is you do so, the target takes an additional
great enough to allow you to make optimal use of your 1d8 necrotic damage per level of the
magical resources. When you cast a spell of first level using spell slot spent.
one of your Warlock spell slots, the spell is cast at sixth level,
instead of fifth level. Hour of Reaping
Starting at fourteenth level,
Everlasting Darkness Patron whenever you reduce a
Through forgotten magics and great patience, you have creature to zero hit
managed to tap the necrotic power of the negative plane from points with an attack
a position of relative safety. Even so, its darkness surges in or spell, you may
your veins, and you struggle to control it. make an additional
To avoid the loss of your own soul, almost inevitably you weapon attack
will find there is but one solution — sacrifice other souls in as a free
your place. action.
In addition, whenever
Everlasting Darkness Features you reduce a creature
Warlock to zero hit points, you
Level Features regain hit points
equal to double
1st Expanded Spell List, Reaper's Proficiencies,
Superior Darkvision
your Charisma
modifier.
6th Eyes of Midnight, Necrotic Affinity
10th Deathly Smite
14th Hour of Reaping

Expanded Spell List


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Leviathan Patron Chosen of the Deep
Your patron is some ancient and mighty denizen of the deep. When you reach tenth level, your soul has been irrevocably
Perhaps you are the priest of a mighty kraken, sent to herald touched by the magic of sea and storm, granting you the
the oncoming storm. Maybe you are a cultist of elemental evil, following benefits:
empowered by a leviathan elemental. Or perhaps a Marid
corrupted your wish for arcane power by predicating such on
a pact with it. Your patron might even be a Great Old One,
such as Cthulhu, who has an innate tie to the subaquatic
world. Whatever the case, your abilities tie you inherently to
the sea.
Leviathan Features
Warlock Level Features
1st Expanded Spell List, Blessing of the Deep
6th Aquatic Mastery
10th Scion of the Deep
14th Chosen of the Deep

Expanded Spell List


The Leviathan 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.
Leviathan Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Fog Cloud
2nd Gust of Wind, Shatter
3rd Water Breathing, Call Lightning
4th Watery Sphere, Control Water
5th Maelstrom, Destructive Wave

Blessing of the Deep


Starting at first level, your arcane blessing have granted you
advantage in aquatic environments. You gain the following
benefits:
You gain a swim speed equal to your walking speed. If you
already have a swim speed, it increases by five feet.
You can breathe air and water.
For every five feet you move in water, or for each gallon of
water that is splashed on you, you regain one hit point and
you gain one temporary hit point. You must have at least
one hit point for this benefit to function.
Aquatic Majesty
Starting at sixth level, you gain some of the magical presence
of your patron, gaining the following benefits:
Beasts that have a swim speed suffer disadvantage on
attack rolls against you, unless they are charmed by a
creature that compels them to attack you.
You may cast the spell Speak With Animals as a ritual,
targeting only beasts that have an innate swim speed. You
have advantage on any Charisma ability check initiated
when interacting with such beasts.

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You gain resistance to cold, lightning, and thunder
damage.
You suffer no ill effects caused by a deep, underwater
environment.
Once per long rest, you can utter a war cry in a language
appropriate to your Patron that is audible within 300 feet
of you.
Each creature within range that can hear you must
succeed on a Charisma saving throw against your spell save
DC or be frightened for one minute.
An affected creature may repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Scion of the Deep
Upon reaching fourteenth level, you are among the most
powerful servants of your Patron, gaining the following
benefits:
You gain immunity to cold damage.
You ignore difficult terrain.
You may choose the Control Weather spell as your eighth
level Mystic Arcanum. If you do so, you have advantage on
concentration saving throws made to maintain
concentration on it.
Spider Queen Patron
Your patron is Lolth or a similar deity of spiders. Cold and
calculating, they twist you to become a perfect predator,
furthering their inscrutable goals in the world and striking
against those they feel have wronged them.
Spider Queen Features
Warlock Level Features
1st Expanded Spell List, Venomous Touch
6th Spider Climb
10th Spider Form
14th Acolyte of Venom

Expanded Spell List


The Spider Queen 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.
Spider Queen Expanded Spells
Spell Level Spells
1st Beast Bond*, Speak with Animals*
2nd Enlarge/Reduce, Web
3rd Bestow Curse, Conjure Animals*
4th Giant Insect*, Grasping Vine
5th Contagion, Insect Plague

* At your DM's discretion, these spells may only work with


spiders and other arachnids if you cast them with a Warlock
spell slot.

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Venomous Touch
Starting at first level, your patron grants you the poisonous
presence that marks spiders and other arachnids. Your
unarmed strikes and melee weapon attacks deal additional
magical poison damage equal to your Charisma modifier.
Spider Climb
Starting at sixth level, you can clumb difficult surfaces and
upside down without making an ability check.
In addition, you ignore difficult terrain caused by webbing
or by web-like effects.
Spider Form
Starting at tenth level, you gain the ability to magically
assume the form of a giant spider as a bonus action. You can
remain in spider form for up to one hour, and you can revert
to your normal form as a bonus action. You revert to your
humanoid form if you fall unconsious or die.
While you are in spider form, you can speak and cast spells
as normal. Your statistics, other than size, remain the same.
When you transform, equipment you are wearing or
carrying melds into your form. You cannot use or activate any
equipment while in giant spider form.
Once you have used this ability, you must finish a short or
long rest before you can do so again.
Acolyte of Venom
Starting at fourteenth level, whenever you deal poison
damage to a creature with a class feature, ability, item, or
spell, you deal additional poison damage to that creature
equal to your Charisma modifier. In addition, poison damage
you deal ignores resistance to poison damage.
Spirit Champion Patron
The curse of undeath takes myriad forms, binding souls or
bodies to the mortal world to pursue inscrutable ends. Expanded Spell List
Wraiths, poltergeists, and vampires all return from beyond The Spirit Champion lets you choose from an expanded list
the grave to plague the living. Mummies and liches haunt of spells when you learn a Warlock spell. The following spells
ancient tombs and slay arrogant adventurers at will, and at are added to the Warlock spell list for you.
times it seems that the darkness is all consuming.
Typically such creatures are controlled only by the urge to Spirit Champion Expanded Spells
share their fate. However, a rare few are bound to the realm Spell Level Spells
of the living not by unholy magics, but by positive forces — 1st Compelled Duel, Heroism
devotion to friends and loved ones, bonds of honor, or other
similar laudable traits. Such a being, should they persevere 2nd Magic Weapon, Warding Bond
long enough in the world, might manage to amass arcane 3rd Blinding Smite, Crusader's Mantle
power and bestow it on those they deem worthy. 4th Staggering Smite, Stoneskin
Your patron is one such being, a Spirit Champion from a
time long forgotten. 5th Destructive Wave, Holy Weapon
Spirit Champion Features
Champion Calling
Warlock
Level Features
At first level, your tie to the Champion imbues you with a
modicum of their martial prowess. You gain proficiency with
1st Expanded Spell List, Champion Calling, martial weapons, medium armour, and shields.
Champion's Guidance Because your skills stems from your Patron's blessing,
6th Spirit Vessel rather than formal training, you can channel your pact
through a particular weapon.
10th Patron's Blade Whenever you finish a long rest, you can touch one weapon
14th Spirit Champion's Chosen that you are proficient with that lacks the two-handed
property.

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When you attack with that weapon, you can use your You choose for these modifications to have either a
Charisma modifier, instead of Strength or Dexterity, for the Defensive or Offensive bent, determining your features as
attack and damage rolls. This benefit lasts until you finish a described below.
long rest.
If you later gain the Pact of the Blade feature, this benefit Supergenius Features
extends to every pact weapon you conjure with that feature, Warlock Defensive
no matter the weapon's type. Level Features Offensive Features
1st Reactive Flare Technological Drive
Champion's Guidance 6th Mutual Shielding Perfected Overlay
Also at first level, you gain the ability to call on your Patron at
moments of critical importance. Once per long rest when you 10th Get Behind Me Defensive Combat
miss with a weapon or spell attack roll, you may use your Protocols
reaction to reroll the attack with advantage. You may use this 14th Null Zone Adaptive Mechanics
feature after you learn whether the attack hit or missed.
Expanded Spell List
Spirit Vessel The Supergenius Patron lets you choose from an expanded
Starting at sixth level, you learn to open yourself to list of spells when you learn a Warlock spell. The following
momentary possession by your Patron, trading control for spells are added to the Warlock spell list for you. The spells
power. As an action at the start of your turn, you relinquish are the same whether your features are Defensive or
control. You immediately make four weapon attacks with Offensive in nature.
advantage or cast two spells, targeting the hostile creature
with the highest challenge rating that you can see. You then Expanded Spell List
regain hit points equal to 1d4 times your Warlock level. Spell Level Defensive Spells
The turn after you use this feature, you may not take bonus 1st Magic Missile, Shield
actions or reactions, and you may only take the dodge,
disengage, or hide actions, as you reassert control of your 2nd Blindness/Deafness, Magic Weapon
mind and recover from the rapid exertion. 3rd Haste, Spirit Guardians
Once you have used this feature, you may not do so again
until you finish a long rest. 4th Fabricate, Greater Invisibility
5th Immolation, Mislead
Patron's Blade
Starting when you reach tenth level, your Patron channels a Defensive Features
fragment of their essence through each of your weapon
strikes. Once per turn when you roll damage for a weapon Reactive Flare
attack, you may add 1d8 force damage or necrotic damage Starting at 1st level, when you take damage from a melee
(choose when you first gain this feature) to the roll. attack, you may use your reaction to inflict 1d6 necrotic
If you are rolling damage for a weapon made with the Pact damage on the attacker.
of the Blade feature, you instead add 1d10 damage of the Once you use this ability, you may not use it again until you
chosen type. finish a short or long rest.
Spirit Champion's Chosen
Starting at fourteenth level, you are blessed with an even
greater portion of your Patron's mastery, gaining the
following benefits:
You may use your Champion's Guidance feature three
times between long rests.
You may use your Spirit Vessel feature twice between long
rests (though not on consecutive turns).
The additional damage dealt by your Patron's Blade
feature increases to 1d10, or 1d12 for Pact Weapons.
Supergenius Patron
The Supergenius Patron implies an individual of immense
magical and technological understanding. Your patron's mind
is so far beyond that of an average individual as to render
them all but unintelligible.
At 1st level, you have struck a bargain with a powerful
designer of technology, providing certain favors for him or
her in exchange for powerful augmentations to your own
form and equipment.

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Mutual Shielding Tormented Soul Patron
As your upgrades continue to improve, your Patron creates Your patron is as much an emotional force as an actual being,
an energy shielding device that not only protects you but the a Tormented Soul bound to the Material Plane and prevented
creatures near you that you designate. from reaching the sweet release of whatever lies beyond this
At sixth level, all friendly creatures within fifteen feet of you life by unfinished business from their mortal life. Driven mad
add one to their AC while you are conscious. This effect also by the inability to reach closure, this tattered entity has begun
applies to you. to pour power and emotion into you, hoping that you will
complete what they started and grant them rest.
Get Behind Me Unfortunately, they take no care for you, and, as long as this
At tenth level, your patron further refines the energy shielding parasitic relationship continues unresolved, your sanity
built into your system. unravels in time with that of your patron.
All allies that benefit from your Mutual Shielding feature
instead gain a +2 bonus to AC. This bonus increases to +3 Tormented Soul Features
against ranged weapon attacks. Warlock
In addition, all allies that are affected by your Mutual Level Features
Shielding feature gain a +1 bonus to saving throws. 1st Expanded Spell List, Onset of Desperation,
Vengeful Awareness
Null Zone
At fourteenth level, you gain the ability to temporarily knock 6th Avatar of Punishment, Tormented Psyche
large numbers of foes out of commission. 10th Avenger's Stride
As an action on your turn, you cause a pulse of concussive 14th Shattered Psyche, Desperate Reaper
energy to ripple out from you, affecting all creatures that you
designate within a thirty foot radius.
These creatures must make a constitution saving throw Expanded Spell List
against your spell save DC or be knocked prone and stunned The Tormented Soul lets you choose from an expanded list of
until the start of your next turn. spells when you learn a Warlock spell. The following spells
are added to the Warlock spell list for you.
Offensive Features Tormented Soul Expanded Spells
Technological Drive Spell Level Spells
Starting at 1st level, you may induce a surge of energy, 1st False Life, Ray of Sickness
channeling your technological abilities into a devastating 2nd Hold Person, Suggestion
series of attacks. Whenever you reduce as hostile creature to
zero hit points, you may immediately make another attack. 3rd Bestow Curse, Phantom Steed
You may only use this ability once per turn. 4th Compulsion, Phantasmal Killer
Perfected Overlay 5th Gees, Passwall
At sixth level, your patron completes the design of a brand
new body or suit of armor for you. This body has interlocking
plates protecting sensitive machinery, making you
significantly more durable.
Your armour class increases by one. This bonus stacks
with other effects such as the Mage Armor spell, Unarmored
Defense, or wearing armour.
Defensive Combat Protocols
At tenth level, your patron reworks your combat
programming to be more elegant, achieving a greater balance
between offense and defense.
A number of times equal to your Warlock level, when you
make a melee attack against a creature, you may take the
dodge action as a bonus action. You regain all expended uses
of this ability when you finish a long rest.
Adaptive Mechanics
At fourteenth level, your patron's modifications to your
physical form and your programming are complete. You are a
bastion of adamantine might, immune to all but the most
powerful of blows.
You are resistant to all bludgeoning, piercing, and slashing
damage.
In addition, any critical hit scored against you is resolved
as if it were a normal hit.
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76
Onset of Desperation Eldritch Invocations
Starting at first level, your patron’s inescapable influence over
your psyche begins to strengthen your resilience against Arcane Inspiratione
other forces that would tamper with your mind. When an Prerequisite: Pact of the Tome feature
effect would force you to make a saving throw to avoid being As an action, you may attempt to cast a cantrip that you
frightened or charmed, you may choose to automatically don't know. Make a Charisma (Arcana) check (DC 10 for a
succeed on the check. cantrip from the Warlock spell list,or DC 14 for a cantrip
Once you have used this feature, you may not do so again from a different class' spell list). On a success, you cast the
until you finish a long rest. cantrip and can't use this ability again until you finish a short
or long rest.
Vengeful Awareness
Also starting at first level, you may use an action to learn the Blessing of the Unfindable Ones
direction and distance between you and the target of your Prerequisite: 15th level
patron's undying wrath. You may do so a number of times You can cast Misty Step at will, without expending a spell
equal to your Warlock level. slot.
You regain expended uses of this ability when you finish a
long rest. Channelling Blade
Prerequisite: Pact of the Blade feature
Avatar of Punishment You may use any weapon you create with your Pact of the
Starting at sixth level, your patron's thirst for vengeance Blade feature as a spellcasting focus.
begins to suffuse your mind, making you react violently to
many provocations. When a creature you can see within five Dual Pact Blade
feet of your hits you with a melee attack, you may use your Prerequisite: Pact of the Blade feature
reaction to make an attack of opportunity against that At any point after you use your action to create a pact blade
creature. before that pact blade disappears, you may use a bonus
action to create a second pact blade. If you do so, both
Tormented Psyche weapons you creature must abide by any restrictions that
Also starting at sixth level, you experience with your patron's would apply for you to be able to use two-weapon fighting.
sharing of your mind has rendered you more or less adept at
fending off attacks that target your mind. You gain resistance Pact Shield
to psychic damage. Prerequisite: Pact of the Blade feature
When you use your action to create a pact blade that you
Avenger's Stride can wield in one hand, you may use a bonus action to create a
Starting at tenth level, the magic of your patron enables you shield in your other hand.
to better hunt those who need destroying. Whenever you use
your action to cast a Warlock spell of first level or higher that Patron's Hound
targets only a single creature, you may use your bonus action Prerequisite: 12th level, Pact of the Blade feature
to teleport to a space adjacent to the target creature. You can cast Zephyr Strike at will, without
expending a spell slot.
Shattered Psyche
Upon reaching fourteenth level, you are so used to voices
whispering at the fringes of your consciousness that attacks
against your mind have no effect. You gain immunity to
psychic damage.
Desperate Reaper
Also at fourteenth level, your desperation to be free of your
patron's ceaseless anger and demands breaks through the
last of your inhibitions in combat.
You gain proficiency in the Intimidation skill. If you were
already proficient with it, your proficiency bonus is doubled
for any check you make with it and for your passive
Intimidation score.
In addition, whenever you deal fifteen or more damage to a
single target, all hostile creatures within ten feet of the target
creature must succeed on a Wisdom saving throw (DC = 8 +
your Charisma modifier + your Intimidation bonus)or be
frightened of you until the end of your next turn.

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Credits
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