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BOOK OF  APOCALYPSE 


INCARNATE 
PATRONS  The apocalypse: the end of the world as we
know it. Many a religion foretells a day of
DIVERSIFY YOUR DARK PORTFOLIO  total destruction, whether its a war that
rends the planar verse, fiends overflowing
from the Negative Planes in the pursuit of
conquest, or the slow and dwindling
TABLE OF CONTENTS  heat-death of the universe. Arguably, there
is no greater force than the apocalypse--for
what could stand up to that which ends all
Apocalypse Incarnate 1 things?
The Ancient Dragon 3 Warlocks of this patron serve powerful
beings from the Outer Plane of
The Cold-Hearted 4 Abbadon--the Four Horsemen of the
Apocalypse. Though each warlock of this
The Dream Eater 6
path might pledge their allegiance to a
The Grimoire 8 different horseman in particular, and the
emissaries of each might find themselves in
The Nightingale 9 bickering conflict with the rest, their overall
goal is the same: bring the end of
everything ever-nearer. Most warlocks of
So long as there has been magic in the this patron are chaotic, and tend towards
world, there have always been those who the evil alignments.
seek ever more power--and there have
always been powerful beings, be they TABLE: APOCALYPSE FEATURES 
deities, devils, or otherworldly enigmas,
Level Features
willing to extend their power to lesser life
forms in exchange for a lifetime of servitude. 1st Gift of the Horseman
These beings are what we call
“patrons”--the source of a warlock’s power. 6th Harbinger Steed
Any powerful being can become a patron--a 10th Tempered Body
god, a devil, an ancient dragon, even a
sentient magic weapon. 14th Arcana Apocalypta
This title contains 6 new warlock patrons,
as well as a handful of invocations designed EXPANDED SPELL LIST 
for each, to add to your campaigns.
The Apocalypse Incarnate 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.
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appearance connected to the horseman you


TABLE: APOCALYPSE SPELLS chose at 1st level; for instance, a steed
connected to Death might be an undead
Spell Spells
Level horse skeleton, while a steed connected to
War might come heavily plated with skin like
1st inflict wounds, ray of sickness metal armor.
Once you use this feature, you can’t do so
2nd blindness/deafness, flame blade
again until you finish a long rest.
3rd feign death, speak with dead
TEMPERED BODY 
4th fire shield, phantasmal killer
At 10th level, your body is tempered by the
5th contagion, destructive wave wild forces of the apocalypse, as
determined by the horseman you chose at
1st level.
GIFT OF THE HORSEMAN  ​Death. ​You gain resistance to necrotic
When you choose this patron at 1st level, damage. Additionally, spells that cause a
choose which of the four Horsemen of the creature to return to life (but not undeath)
Apocalypse to pledge your allegiance to, as require no material components when cast
described below. This decision grants you on you.
proficiencies immediately, and again at later Famine. Y​ ou gain resistance to acid
levels. damage, and you are no longer required to
​ ou learn the ​toll the dead ​and
​Death. Y eat or drink.
spare the dying ​cantrips, if you don’t already Plague. ​You gain resistance to poison
know them. damage, and are immune to disease and
Famine. Y ​ ou gain proficiency in the use of the poisoned condition.
cooking utensils, if you don’t already have it. War. ​You gain resistance to fire, cold, or
Additionally, you learn the ​primal savagery lightning damage (your choice).
cantrip.
Plague. Y​ ou gain proficiency in the use of
a poisoner’s kit, if you don’t already have it.
ARCANA APOCALYPTA 
Additionally, you learn the ​poison spray At 14th level, you draw upon your patron to
cantrip. perform powerful apocalyptic magic, as
War. ​You gain proficiency with medium determined by the horseman you chose at
armor and shields. 1st level.
​Death. ​You know the c​ ircle of death ​spell.
​Famine. Y ​ ou know the i​ nsect plague
HARBINGER STEED  spell.
At 6th level, you learn to call upon an ​Plague. ​You know the ​harm ​spell.
otherworldly steed, summoned straight from ​War. ​You know the ​steel wind strike ​spell.
the depths of Abbadon itself. You know the Spells granted by this feature can be cast
find steed ​spell, and can cast it once without once without expending a spell slot. Once
expending a spell slot. The steed you you cast the spell in this way, you can’t do
summon in this way has a horrific so again until the next dusk.
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THE ANCIENT  Spell Spells


Level

DRAGON  1st command, identify

Beneath the ground, atop the mountains, 2nd dragon’s breath, locate object
amidst the darkest swamps, and soaring
over the rocky coast--dragons are an 3rd bestow curse, tiny servant
ever-present threat in worlds fantastical. 4th polymorph, stoneskin
Sometimes dragons act as rogue elements,
pillaging and plundering the settlements 5th dominate person, legend lore
around them and bending servants to their
will. Others are the basis of entire religions DRACONIC MASTER 
and civilizations--the core element of
When you choose this patron at 1st level,
worship and government for entire races of
choose the heritage your draconic master
settled people. No matter their role, the
hails from.
power of the dragon is undeniable.
Warlocks of this patron serve dragons
TABLE: DRACONIC HERITAGE 
ancient enough to accrue incredible,
world-bending power, both natural and Color Element
magical. Depending whether the dragon is
Black Acid
chromatic or metallic, warlocks of this
patron vary greatly in alignment and Blue Lightning
purpose.
Brass Fire
TABLE: ANCIENT DRAGON FEATURES  Bronze Lightning
Level Features
Copper Acid
1st Draconic Master, Unarmored
Gold Fire
Defense
Green Poison
6th Wealth of the Hoard
Red Fire
10th Draconic Spellcasting
Silver Cold
14th Dragon Mastery
White Cold
EXPANDED SPELL LIST 
The Ancient Dragon lets you choose from UNARMORED DEFENSE 
an expanded list of spells when you learn a At 1st level, your patron bestows the gift of
warlock spell. The following spells are draconic scales upon you. While you aren’t
added to the warlock spell list for you. wearing armor, your Armor Class is
calculated as 13 + your Dexterity modifier.
TABLE: ANCIENT DRAGON SPELLS Additionally, you are resistant to the
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THE COLD- 
damage type associated with your draconic
master’s heritage, as determined above.

WEALTH OF THE HOARD  HEARTED 


At 6th level, you have serviced your In the deepest, cruelest nights of winter,
draconic patron well in expanding their only the hardest and most adaptable
hoard, and your own riches swell in return. creatures survive: giants, winter wolves,
You have advantage on Wisdom white dragons, and other cold-hearted
(Perception) checks and Intelligence beings. As a result, the powers that rule
(Investigation) checks made to find gold and over winter are often cold-hearted
other valuables, as well as to determine themselves--distant, cruel, and utterly
their approximate value. devoid of kindness or love.
Additionally, the number of magic items Many warlocks of this patron serve winter
you can attune to at a time increases by deities like Auril the Frostmaiden and
one. Thrym, the giant god of ice and cold.
Others, like druids, serve the spirit of nature
DRACONIC SPELLCASTING  that connects all things--or, more
At 10th level, you have learned the esoteric particularly, the spirit of winter itself. Still a
techniques of draconic magic. When you third clan fall behind otherworldly beings--far
cast a spell that deals the damage type flung alien creatures that reach out and
associated with your patron’s draconic touch the world with the coldness of the
heritage, you can add your Charisma dark void they hail from. As a result,
modifier to the amount of damage dealt. warlocks of this patron are extremely
variable in alignment and cause.
DRAGON MASTERY 
TABLE: COLD-HEARTED FEATURES 
At 14th level, you have proven yourself
worthy of draconic blood, and your patron Level Features
has granted you the ability to temporarily
1st Bonus Cantrips, Curse of the
transform into a dragon-like being. As an
Cold
action, you can cause yourself to become
draconic, gaining the following benefits: 6th Icewalker
● The resistance granted to you at 1st
level becomes immunity. 10th Winter Hide
● Spells you cast that deal the damage 14th Boreal Touch
type associated with your patron’s
draconic heritage deal maximum
damage. EXPANDED SPELL LIST 
The transformation lasts for 1 minute, and The Cold-Hearted lets you choose from an
ends early if reduced to zero hit points or expanded list of spells when you learn a
dismissed early as a bonus action. warlock spell. The following spells are
added to the warlock spell list for you.
 
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TABLE: COLD-HEARTED SPELLS Additionally, when you walk over bodies of


water 2 feet deep or less, the water freezes
Spell Spells
Level solid in a 5-foot radius surrounding you.
When walking over bodies of water more
1st fog cloud, ice knife than 2 feet in depth, your footsteps create
discs of ice, allowing you to pass over the
2nd see invisibility, snilloc’s snowball
water’s surface. These discs last for 1
swarm
minute, after which they melt back into
3rd sleet storm, slow mundane water.
Other creatures can attempt to follow you
4th fire shield, ice storm across these discs by making a DC 15
5th cone of cold, dominate person Dexterity (Acrobatics) check. On a failed
check, the creatures slip on the ice and fall
into the surrounding water.
BONUS CANTRIP 
When you choose this patron at 1st level, WINTER HIDE 
​ nd ​ray of frost
you learn the ​frostbite a
At 10th level, winter has hardened you. You
cantrips and can cast them at will.
gain resistance to cold damage and fire
damage. Additionally, you are immune to
CURSE OF THE COLD  the harsh effects of extremely cold climates.
At 1st level, you learn to draw every bead of
warmth from a creature, rendering it frail BOREAL TOUCH 
and lifeless. As an action, designate a
At 14th level, you have mastered the art of
creature within 30 feet of you. For 1 minute,
delivering frigid curses onto creatures. If you
the chosen creature suffers the following
deliver your Curse of the Cold feature by
effects:
touch instead of from 30 feet away, you
● The creature’s movement speed is
bring the target’s body down to hypothermic
reduced by 10 feet.
temperatures. In addition to being affected
● The creature has disadvantage on
by the Curse of the Cold, the target must
Dexterity checks and saving throws.
make a Constitution saving throw against
● Attacks made by you against the
your warlock spell save DC. On a failed
creature deal additional cold damage
save, the target takes 8d10 cold damage,
equal to your Charisma modifier.
and their movement speed is reduced by 20
feet for the duration of the curse. On a
Once you use this feature, you can’t use it
successful save, the target takes half as
again until you finish a short or long rest.
much damage and isn’t slowed, but is still
affected by the curse.
ICEWALKER 
At 6th level, your patron blesses you with  
ease when traversing cold terrain. You are
unhindered by difficult terrain caused by
snow, ice, and winter storms.
   
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THE DREAM 
expanded list of spells when you learn a
warlock spell. The following spells are
added to the warlock spell list for you.
EATER 
The Plane of Dreams is a constant that TABLE: DREAM EATER SPELLS
connects almost every living thing: anything Spell Spells
that sleeps and dreams visits this plane Level
nearly every night, connected to the rest of
1st alarm, sleep
the living world like a network of waiting
minds. Though the plane itself is an 2nd calm emotions, silence
ever-shifting mindscape that ebbs and flows
with its dreamers, not all of its aspects are 3rd catnap, feign death
perfectly controlled; some creatures are
4th confusion, phantasmal killer
born in the Plane of Dreams, immune to its
changing masters, and seek to draw on this 5th legend lore, modify memory
network of living minds like a psychic
vampire. These powerful beings are called
BONUS CANTRIP 
Dream Eaters.
When you choose this patron at 1st level,
Each Dream Eater is unique in
you know the ​friends c​ antrip and can cast it
personality, alignment, and agenda, making
at will. Creatures affected by this cantrip feel
warlocks of this patron just as unique. Some
vaguely sleepy until the cantrip’s effects
are very kind, seeking to curb the hunger of
end.
the rest of their kind by finding some other
way of drawing energy harmlessly; others
are malevolent beings that sustain DREAMING EYE 
themselves on the dreams of the rich and At 1st level, your work has widened the
powerful, using their warlocks to plunge bounds of your sight, and you can see the
important figures into an unending sleep like connections between this plane of existence
death. and the Plane of Dreams. When a creature
is sleeping, you can see a psychic thread
TABLE: DREAM EATER FEATURES  rising from their mind before wavering and
disappearing into thin air. The color and
Level Features
shape of this thread is unique to each
1st Bonus Cantrip, Dreaming Eye creature. Trancing creatures also give off
this thread, as trancing creatures are
6th Sleep Siphon capable of controlled dreaming in a
meditative sense.
10th Dreaming Mind
As a result of this vision, you can always
14th Nightmare Grasp tell whether a creature is pretending to
sleep at a glance, as these creatures bear
no psychic thread of dreams.
EXPANDED SPELL LIST 
The Dream Eater lets you choose from an
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SLEEP SIPHON  naturally, be shaken awake by damage


At 6th level, you can call your patron into or other creatures, or any other means
your dreams to feed upon your psychic short of a ​wish ​spell. The creature can
energy in exchange for power. At the end of only leave when you choose to end the
a long rest where you sleep, you can spell or the spell’s duration ends.
choose to reduce your hit point maximum by ● If you trap a creature in this way, you
a number up to your warlock level. In feed on its dreams. The damage the
exchange, you gain a number of temporary spell deals upon waking up increases to
hit points equal to twice the number of hit 8d8, and you gain a number of
points you lost. These temporary hit points temporary hit points equal to half the
disappear the next time you fall asleep or damage dealt. These hit points can
unconscious, at which point your hit point stack with those granted by your Sleep
maximum returns to normal. Siphon feature, and disappear the next
time you fall asleep or unconscious.
Once you cast the spell in this way, you
DREAMING MIND 
can’t do so again until the end of your next
At 10th level, your visits to the Plane of
long rest.
Dreams have hardened you against its
effects. You are resistant to psychic
damage, and cannot be forced to fall asleep
by magical means.
   
Additionally, while you are sleeping, you
can choose whether effects like the ​dream
spell​ ​affect you.

NIGHTMARE GRASP 
At 14th level, you learn to mimic the powers
of your master, trapping creatures on the
Plane of Dreams to prey on them when
necessary. You know the ​dream ​spell, and
can cast it once without expending a spell
slot or material components.
When you cast the spell in this way and
choose to appear as a monstrous and
terrifying messenger, you gain a number of
benefits:
● The length of your message is not
limited to ten words.
● If the target fails its Wisdom saving
throw, you are able to trap the creature
on the Plane of Dreams. So long as you
are present in the target’s dream and
tormenting it, it cannot wake up
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THE GRIMOIRE  TABLE: GRIMOIRE SPELLS


Spell Spells
Among the most curious of warlock patrons Level
is The Grimoire--an ancient tome of
knowledge that has slowly accumulated the 1st detect magic, find familiar
power of its contents, until it forms a
2nd arcane lock, levitate
sentience of its own. The Grimoire is able to
extend the power of its contents, usually lost 3rd blink, glyph of warding
and esoteric magic and knowledge, to
4th arcane eye, leomund’s secret
warlocks who agree to further its agenda,
chest
which might range anywhere from reviving
their dead master to accumulating more 5th animate objects, mislead
knowledge in their name.
Some of these books are good: the Book
of Exalted Deeds, for instance, is a
BONUS CANTRIPS 
good-aligned patron from this creed. Others, When you choose this patron at 1st level,
like the Necronomicon, are so you learn two cantrips of your choice from
soul-shakingly evil that even touching them the wizard spell list. These cantrips count as
can be enough to bend a warlock to their warlock cantrips for you.
service for eons. It’s very rare that a book
with such great power will decide to do MYSTIC SPECIALTY 
nothing with it, and as such, these patrons At 1st level, you begin to study a particular
tend towards the extremes of alignment. school of magic at the behest of your
patron. Choose a school of magic. Any time
TABLE: GRIMOIRE FEATURES  you cast a spell of that school of magic, you
gain temporary hit points equal to your
Level Features
Charisma modifier + the spell’s level.
1st Bonus Cantrips, Mystic Specialty
PACT BOON: BOOK OF 
3rd Pact Boon: Book of Knowledge
KNOWLEDGE 
6th Mystic Potency At 3rd level, if you choose the Pact of the
10th Knowledgeable Tome boon, you gain the following
additional features.
14th Mystic Flexibility ​Book of Knowledge. ​At the end of a
short or long rest where you’ve spent an
hour or more studying your Book of
EXPANDED SPELL LIST 
Shadows, your patron bestows you with
The Grimoire lets you choose from an
unusual knowledge. Choose one
expanded list of spells when you learn a
proficiency: a language, a tool, a skill that
warlock spell. The following spells are
uses Intelligence, or a weapon. Until the
added to the warlock spell list for you.
end of your next long rest, you are proficient
in the chosen proficiency.
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MYSTIC POTENCY  THE 


At 6th level, your patron has shown you
methods of magic lost to time, and your NIGHTINGALE 
power grows with startling speed. When you Poetry and song is the shifting tapestry that
cast a spell from the school of magic you connects the present to the past. In it, all
chose at 1st level, the effects are more manner of stories and heroes are
potent. If the spell requires you to make a represented; lost empires, valiant warriors,
spell attack roll, you have a +2 bonus to that and otherwise forgotten gods. There is
roll. If the spell provokes a saving throw, the some argument over what role deities of
spell save DC of this throw increases by 2. music, poetry, and inspiration play in this
craft: some believe that these deities placed
KNOWLEDGEABLE  the seed of creativity in mortal things,
At 10th level, your mind has been expanded allowing them to flourish and create, while
by the influence of your patron. You gain others believe these beings were born from
proficiency in Intelligence saving throws, the act of creation, and in a sense are the
and in one skill of your choice that uses children of mortal creativity.
Intelligence. Warlocks of this patron serve all manner
of beings: song and poetry deities, like Milil
and Deneir, powerful devils like Baalphegor,
MYSTIC FLEXIBILITY 
or fey beings like Verenestra or Titania. In
At 14th level, the extent of your knowledge
many ways, warlocks of this patron
is incredibly deep. Over the course of 1
resemble bards in their disposition and
minute, you can choose one of the warlock
spellcasting, and many bards seeking more
spells you know and replace it with another
power or inspiration forge pacts with these
spell from the warlock spell list. The spell
beings.
you choose to replace it with must be from
the school of magic you chose at 1st level.
TABLE: NIGHTINGALE FEATURES 
Once you use this feature, you can’t do so
again until you finish a long rest. Level Features

  1st Bonus Cantrip, Touch of


Inspiration

    3rd Pact of the Song

6th Gift of Inspiration

10th Vivid Personality

14th Inspiring World

EXPANDED SPELL LIST 


The Nightingale lets you choose from an
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expanded list of spells when you learn a spellcasting focus for your spells, in a
warlock spell. The following spells are similar fashion to a bard. When you do so,
added to the warlock spell list for you. you have a +1 bonus to spell attack rolls
and to the save DC of spells cast through
TABLE: NIGHTINGALE SPELLS the instrument.
Your pact instrument disappears if it is
Spell Spells
Level more than 5 feet away from you for 1 minute
or more. It also disappears if you use this
1st dissonant whispers, speak with feature again, if you dismiss the weapon (no
animals action required), or if you die.

2nd animal messenger, silence


GIFT OF INSPIRATION 
3rd haste, sending At 6th level, you learn to extend the
inspiration your patron grants you to others.
4th compulsion, dominate beast
When a creature within 30 feet of you
5th dominate person, legend lore makes an ability check, attack roll, or saving
throw, you can choose to add your
Charisma modifier to the roll. Doing so
BONUS CANTRIP 
expends your use of the Touch of
When you choose this patron at 1st level,
Inspiration feature.
you learn the ​vicious mockery ​cantrip and
can cast it at will.
VIVID PERSONALITY 
At 10th level, your bouts of inspiration have
TOUCH OF INSPIRATION 
permanently altered your personality,
At 1st level, you can draw on your patron for
making it more vivid and eccentric. You can
inspiration as part of your pact. As a
add your proficiency modifier twice to
reaction, when making an ability check,
Charisma saving throws. Additionally,
attack roll, or saving throw, you can choose
choose one skill that uses Charisma. If you
to add your Charisma modifier to the roll.
aren’t proficient in the chosen skill, you
Once you use this feature, you can’t do so
become proficient. If you are already
again until you finish a short or long rest.
proficient, you can add your proficiency
bonus twice to any checks that use the
PACT OF THE SONG  chosen skill.
At 3rd level, you have another Boon option
in addition to the other options presented in INSPIRING WORLD 
the Pact Boon feature, as described below.
At 14th level, you no longer rely on your
​Pact of the Song. Y​ ou can use your
patron for inspiration, as you’ve learned to
action to create a musical instrument in your
draw it from the world around you. When
empty hand. You can choose the form that
you or a friendly creature within 30 feet of
this instrument takes each time you create
you scores a critical hit, you regain the use
it. You are proficient with it while you wield
of your Touch of Inspiration feature if it has
it. You can use the musical instrument as a
already been expended.

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