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WARLOCK SUBCLASSES

VOLUME I

Featuring 2 new Otherworldly Patrons, 4 new


Eldritch Invocations and a new Pact Boon for use
in your games of Dungeons & Dragons 5th edition.
OTHERWORLDY PATRONS ABOUT DRAGONROC
& ELDRITCH POWERS RPG DESIGN
The powers wielded by warlocks are as varied and unique as the A noble Roc spent his days working as a delivery agent and on
beings that grant them. Within these pages you will be his route lived a charming Dragon. For months they shared
introduced to two more types of Otherworldly Patrons: many brief, but pleasant interactions at the entrance to the
The Corruptor – those who make pacts, willingly or Dragon’s lair. During one such exchange something caught the
otherwise, with these malevolent beings find themselves
Roc’s keen eye, the Dragon was wearing a T-shirt with the
transformed and mutated by their patron’s penchant for twisting
and corrupting the natural order. words “Jocks Machina” emblazoned across the chest. Smiling,
The Skulker in the Woods – many strange and mysterious the Roc said, “Nice shirt” and the dragon replied, “Thanks…
beings exist within the dark depths of forests; some consider Critter?” From that moment a budding friendship grew, their
themselves the domain’s protectors, others its masters. The conversations becoming more than could be contained to their
warlocks who make pacts with them gain influence over the brief meetings. A handwritten letter and a few emails later, and
wooded realms of nature. they were off to becoming closer than kin…
You will also find additional options for warlocks including a
This is the story of how René met Daniel. Beginning with a
new pact boon, the Pact of the Parasite, and four new Eldritch
Invocations. shared love of a show featuring some “nerdy ass voice actors”,
they soon found they had far more in common, both in and
outside the world of Dungeons & Dragons. Sharing their
ABOUT THIS SUPPLEMENT “homebrew” musings with one another transformed into a
This is the second installment in a series of supplements from deeply rewarding collaborative partnership of writing new ones
DragonRoc RPG Design, each of which focuses on one of the together. Under the name of DragonRoc RPG Design they are
classes from Dungeons & Dragons 5th Edition, offering new
beginning to share the fruits of their labors with the TTRPG
subclasses and additional optional features.
community in hopes that others may enjoy playing with their
creations.
TABLE OF CONTENTS In addition to designing content born of their own
Otherworldly Patrons imaginations, René and Daniel enjoy collaborating with others.
The Corruptor ........................................................ 2 They offer their skills and knowledge as consultants helping
The Skulker in the Woods ..................................... 3
others seeking to create content in the D&D/TTRPG space and
Additional Warlock Features are also available to make custom designs on a commission
Pact of the Parasite ................................................ 4
basis.
Eldritch Invocations .............................................. 4

CREDITS
Designers: Daniel Lieberman & René Beauregard
Editor: David Ansell
Special Thanks: Jennifer Babu, Aerial Beauregard, Rachel
Beauregard, Jordan “Casual” Campbell, Jackie Deex, Orlijn
M. Knapp, Karly Larissa, Taylor Levanti, Kierin McNeill,
Randy Noble, Billy Seguire, QueerventureTime.
Cover Art: The “All Seeing Eye” image was sourced royalty
free from https://www.123rf.com/ .

Follow us on social media


Instagram: @DragonRocRPGDesign
Twitter: @DragonRocRPG
Facebook: @DragonRocRPG
Contact us by email
dragonroc.rpgdesign@gmail.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Daniel Lieberman and René Beauregard and published under the Community Content Agreement for Dungeon
Masters Guild.

Warlock Subclasses Volume I - version 1.0 DragonRoc RPG Design


THE CORRUPTOR PIERCING GAZE
6th-level Corruptor feature
Your patron is a powerful entity bent on growing its own You have magically empowered sight that has a myriad of
influence through the corruption of all things. These beings, effects. As a bonus action, you can target a conscious creature
known to the realms as aberrations, are selfish, invasive, and you can see within 60 feet and can choose one of the following
destructive creatures. Their motives are to collect the world’s effects:
deepest secrets for themselves and unseat all those who may
stand in the way, while also being self-protective to a paranoid Dazzling Eye. The targeted creature must succeed on a
degree. It may be from Khyber, the underworld of Eberron, a Wisdom saving throw equal to your spell save DC or be
spawning ground for nightmarish creatures and those that charmed by you until the start of your next turn. While
control them or perhaps it inhabits the chaotic outer planes. charmed in this way, its speed is halved, and the next attack
roll made against them before the end of your next turn has
Entities who might bestow the “gifts” of twisted mutations advantage.
upon a warlock include some beholders, elder brains, and
morkoths, as well as infamous beings such as Ygorl the Lord of Dreadful Glare. The targeted creature must succeed on a
Entropy, Belashyrra the Lord of Eyes, and the aptly titled Dyrrn Charisma saving throw equal to your spell save DC or be
the Corruptor. frightened of you until the start of your next turn.
Thrusting Leer. The targeted creature must succeed on a
EXPANDED SPELL LIST Strength saving throw equal to your spell save DC or be
1st-level Corruptor feature pushed up to 15 feet away.
The Corruptor lets you choose from an expanded list of spells Lethargic Stare. The targeted creature must succeed on a
when you learn a warlock spell. The following spells are added Constitution saving throw or fall asleep until the end of their
to the warlock spell list for you. next turn. The target awakens if it takes damage or another
CORRUPTOR EXPANDED SPELLS creature takes an action to wake it. This has no effect on
constructs or undead.
Spell Level Spell
You can use this feature a number of times equal to your
1st absorb elements, inflict wounds Charisma modifier (minimum once). You regain all expended
2nd alter self, Nystul’s magic aura uses when you finish a long rest.
3rd bestow curse, nondetection ABERRANT FORTITUDE
10th-level Corruptor feature
4th confusion, greater invisibility
You have advantage on saving throws against spells and other
5th geas, antilife shell magical effects. You are also immune to your choice of the
charmed or frightened condition (chosen when you gain this
ANATOMY DISTORTION feature).
1st-level Corruptor feature
TWISTED MUTATION
Your connection to your patron doesn’t only you grant you the 14th-level Corruptor feature
ability to cast spells, but also permanently entrenches itself in
your physical form. The link itself may have altered you, or You can use your heightened connection to your patron to
perhaps it was an experiment that mutated your anatomy. Your distort the body of your enemies. As an action, choose one
creature type changes to aberration. In addition, you gain one of creature you can see within 60 feet. The target takes necrotic
the following features: damage equal to your warlock level and must succeed on a
Constitution saving throw equal to your spell save DC or
Natural Armor. Your skin hardens and is more difficult to become corrupted for 1 minute. A corrupted creature’s form
damage. When you aren't wearing armor, your AC is 12 + your twists unnaturally, giving it disadvantage on all attack rolls, its
Charisma modifier. You can use your natural armor to determine speed is halved, and it takes necrotic damage equal to your
your AC if the armor you wear would leave you with a lower Charisma modifier at the start of each of its turns.
AC. A shield's benefits apply as normal while you use your
natural armor. Once you use this feature, you can’t use it again until you
finish a short or long rest.
Swift Stride. The muscles in your arms and legs grow in
unnatural ways. Your walking speed increases by 5 feet and you
gain a climbing speed equal to your walking speed.
Honed Cognizance. Your senses have been supernaturally
enhanced. You gain proficiency in the Perception skill if you
don’t already have it and have blindsight with a range of 10 feet.
Within that range, you can effectively see anything that isn't
behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range,
unless the creature successfully hides from you.

Warlock Subclasses Volume I - version 1.0 DragonRoc RPG Design


THE SKULKER IN THE WOODS AWAKENED VINES
6th-level Skulker in the Woods feature
As the night grows its darkest, the leaves rustle sending an You can use your connection to your patron to animate natural
unsettling chill down the spine of the forest inhabitants – as no elements to aid you. As an action, you summon a number of
breeze moves through the trees. The sound of timber creaking Vine Blights (see page 32 of the Monster Manual) equal to your
and snapping echoes through the woods as roots begin to pull up proficiency bonus. They each appear in unoccupied spaces of
from the ground and swell to abnormal proportions, capturing your choice that you can see within 30 feet of you. The vine
any who are caught unaware. blights are friendly to you and your companions. They take their
Your patron is an entity who animates the forests and plant life turn on your initiative and obey any verbal commands that you
in order to protect itself, further empowering the stability of the issue them (no action required by you). If you don’t issue any
roots and the fortitude of creeping plants. Known beings that command to them, they defend themselves from hostile
might grant these boons and powers include woodland nymphs, creatures, but otherwise take no actions.
elder earth elementals, the Deogen, and green hag covens but The vine blights last for up to 1 hour, until they are reduced to
there are many more strange forest dwellers whose identities 0 hit points, or you dismiss them as an action. Once you use this
remain a mystery. ability you cannot use it again until you finish a short or long
EXPANDED SPELL LIST rest.
1st-level Skulker in the Woods feature BARK PHASE
The Skulker in the Woods lets you choose from an expanded list 10th-level Skulker in the Woods feature
of spells when you learn a warlock spell. The following spells Your synergy with plant life allows you to bound from tree to
are added to the warlock spell list for you. tree. When you are in physical contact with a tree, as a bonus
SKULKER IN THE WOODS EXPANDED SPELLS action, you can magically teleport up to 120 feet to an
Spell Level Spell unoccupied space within 5 feet of another tree you can see.

1st ensnaring strike, entangle ANIMATED MEGAFLORA


14th-level Skulker in the Woods feature
2nd barkskin, spike growth
The foundation of your control over botanic growth has
3rd plant growth, speak with plants expanded to its terminal degree. As an action you can summon
4th grasping vine, guardian of nature an Animated Megaflora (see the stat block on page 4) in an
unoccupied space of your choice that you can see within 60 feet
5th commune with nature, wrath of nature of you. It is friendly to you and your companions. It takes its
turn on your initiative and obeys any verbal commands that you
DEEP ROOTS issue it (no action required by you). If you don’t issue any
1st-level Skulker in the Woods feature command to it, it defends itself from hostile creatures, but
otherwise takes no actions.
You channel the essence of the woods to remain anchored. You
The animated megaflora lasts for up to 10 minutes, until it is
can cause roots to grow from your legs and firmly plant into any
reduced to 0 hit points, or you dismiss it as an action. Once you
solid ground as a bonus action. Until you use another bonus
use this ability you cannot use it again until you finish a long
action to pull up your roots, your movement speed is 0, you have
rest.
advantage on Strength checks and Strength saving throws, and
you cannot be knocked prone or moved.

GRIPPING RHIZOME
1st-level Skulker in the Woods feature
You gain proficiency in the Nature skill and learn the druidcraft
and thorn whip cantrips. They count as warlock cantrips for you,
but do not count against your number of cantrips known.
When your Deep Roots feature is active, if you hit a Large or
smaller creature with the thorn whip spell, you can force the
target to make a Strength saving throw against your spell save
DC or become grappled. The creature can repeat the save at the
end of each of its turns to break free. If you cast thorn whip
again while a creature is grappled using this feature, the grapple
is immediately released.
At 6th level you can maintain a grapple on up to 2 creatures at
the same time using this feature before needing to release the
grapple on one if you cast thorn whip again. At 10th level this
increases to up to 3 creatures and at 14th level up to 4 creatures.
At 10th level you can grapple a Huge creature using this
feature. While doing so, you cannot grapple any other creatures
using this feature or cast thorn whip again without releasing it.

Warlock Subclasses Volume I - version 1.0 DragonRoc RPG Design


ANIMATED MEGAFLORA PACT BOON OPTION
Huge plant 3rd-level Warlock feature
When you choose your Pact Boon feature, the following
Armor Class 15 (natural armor) additional option is available to you.
Hit Points 5 + your Charisma modifier + 5 times your level in
this class PACT OF THE PARASITE
Speed 30 ft. A “gift” from your otherworldly patron, perhaps even an aspect
or piece of your patron themselves, now lives inside you and
STR DEX CON INT WIS CHA shares your life force. When you receive this pact boon your hit
23 (+6) 10 (+0) 20 (+5) 6 (-2) 10 (+0) 3 (-4) point maximum increases by a number equal to your warlock
level and increases by 1 again whenever you gain a level in this
Condition Immunities blinded, charmed, deafened, frightened class. In addition, as a bonus action you can regain hit points
Senses Blindsight 60 ft. (blind beyond that radius), passive equal to 1d8 + your Charisma modifier. You can use this ability
perception 10 a number of times equal to your proficiency modifier and you
Languages understands the languages you speak regain all expended uses when you finish a long rest.
Challenge — Proficiency Bonus +3

False Appearance. While the animated megaflora remains


motionless, it is indistinguishable from a normal tree. ELDRITCH INVOCATION OPTIONS
Siege Monster. The animated megaflora deals double damage to When you choose eldritch invocations, you have access to these
objects and structures. additional options.
ACTIONS
ELDRITCH COMPANION
Multi-attack. The animated megaflora makes three attacks; two Prerequisite: 5th-level warlock
slam attacks and one with its grasping root attack.
You can cast find steed once using a warlock spell slot. You
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
can’t do so again until you finish a long rest. When you cast the
Hit: 3d6 + 6 bludgeoning damage.
spell, you can choose one of the normal forms for your steed or
Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one one of the following special forms: brown bear, death dog, giant
creature not grappled by the animated megaflora. Hit: The target is hyena, giant toad, lion, tiger.
grappled (escape DC 15). Until the grapple ends, the target takes
1d6 + 6 bludgeoning damage at the start of each of its turns. The ELDRITCH MOUNT
root has AC 15 and can be severed by dealing 6 slashing damage Prerequisite: 12th-level warlock
or more to it at once. Cutting the root doesn’t hurt the blight but
ends the grapple. You can cast find greater steed once using a warlock spell slot.
You can’t do so again until you finish a long rest. When you cast
the spell, you can choose one of the normal forms for your steed
or one of the following special forms: displacer beast, giant
scorpion, hell hound, manticore, owl bear, winter wolf.

FORM OF PANDORYM
Prerequisite: 18th-level warlock, Pact of the Parasite
You can cast Tenser’s transformation, without expending a spell
slot or material components. Once you do you can’t do so again
until you finish a long rest.

SYMBIOTIC AUGMENTATION
Prerequisite: 12th-level warlock, Pact of the Parasite
You can cast enhance ability on yourself at will, without
expending a spell slot or material components.

Warlock Subclasses Volume I - version 1.0 DragonRoc RPG Design

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