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The Eldritch - The Homebrewery

This document provides details on the Eldritch patron for a warlock, including: 1) An expanded spell list is granted, adding new spells to the warlock's list at different levels, some requiring additional descriptions. 2) Starting at 1st level, the Sacriligious Offering feature allows the warlock to sacrifice hit points to boost their spells. 3) At 6th level, the Abhorrent Allies feature allows communication with aberrations and neutral treatment from weaker ones. 4) Also at 6th level, the Strengthened Mind feature provides advantage on saves against fear and concentration loss.

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Olli Olli
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75% found this document useful (4 votes)
673 views6 pages

The Eldritch - The Homebrewery

This document provides details on the Eldritch patron for a warlock, including: 1) An expanded spell list is granted, adding new spells to the warlock's list at different levels, some requiring additional descriptions. 2) Starting at 1st level, the Sacriligious Offering feature allows the warlock to sacrifice hit points to boost their spells. 3) At 6th level, the Abhorrent Allies feature allows communication with aberrations and neutral treatment from weaker ones. 4) Also at 6th level, the Strengthened Mind feature provides advantage on saves against fear and concentration loss.

Uploaded by

Olli Olli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Otherworldly Patron

The Eldritch
"Cool as heck flavour text"
Expanded Spell list
The Eldritch 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.
Eldritch Extended Spells
Spell
Level Spells
1st corrupting strike*, sleep
2nd horrifying image*, tentacle arm*
3rd Abdul Alhazred's squirming tentacle*, conjure
aberration*
4th Evard’s black tentacles, inhuman strength*
5th modify memory, mad dream*

*See Spell Descriptions


Sacriligious Offering
Starting at 1st level you can sacrifice your own blood to
strengthen your spells. When you cast a warlock spell you
can choose to take 5 + your warlock level necrotic damage
and give one target of the spell disadvantage on its first
saving throw made against the spell.
Abhorrent Allies
At 6th level your patron accepts you into its ranks. You gain
the ability to talk to all aberrations that know a language
telepathically and all aberrations with a challenge rating
lower than half your level are neutral towards you.
Strengthened Mind
At 6th level your familiarity with the nightmarish horrors of
The Far Realm has trivialised the mondane frights of
ordinary existence. You have advantage on saving throws
against being frightened and loosing concentration for a spell.
Lingering Madness
                                                                 Art Credit: Emilis Emka
At 10th level you can cause a creature to go mad. When a Illithid Initiate
creature is affected by your Horrid Visions feature you can Your patron gives you a new form made in his image. You
choose to have it make a Wisdom saving throw against your turn permanently into a Mind Flayer. You retain your
spell save DC. On a failure the creature must roll on the personality, memories, ability scores, spells, spell casting
Long-Term Madness table in the Dungeons Master's Guide. ability, spell save DC, spell attack modifier, saving throws,
skills, languages, proficiencies, hit points and all things not
Illithid Initiate/Wereflayer specified in the race description below. You lose all race
At 14th level you can either chose Illithid Initiate or specific traits except any mentioned above. You also lose the
Wereflayer. The two options are detailed below and their is a race specific ability score increase.
race descriptions in Appendix A.
Wereflayer
Your patron grants you the power to turn into a Mind Flayer
at will. You can use an action to turn into a Wereflayer or back
again. You can turn twice and must then finish a short rest
before you can do so again. You retain your personality,
memories, ability scores, and all things not specified in the
race description.

1
Pact Boon Grasping Weapon
Prerequisite Pact of the Blade feature
Pact of the Skull
Your patron gives you a skull. Using the skull you can cast You can turn your pact weapon into a tentacle and attempt to
warlock spells you know as a ritual if that spell has the ritual grapple a creature with it. As an action, you may try to
tag and you have it prepared. The skull is the spellcasting grapple a Medium or smaller creature within range using
focus for rituals. Additionally you choose one spell that has your pact weapon. The target must succeed on a Strength
the ritual tag with a spell level equal to your slot level or saving throw (DC 14) or become grappled by you. The
lower. You can cast the chosen spell as a ritual. You can’t cast weapon deals 1d4+2 bludgeoning damage to the grappled
the spell except as a ritual, unless you’ve learned it by some creature immediately after failing the saving throw and again
other means and it doesn't count towards your spells known. at the end of each of its subsequent turns that the creature is
grappled by you in this way. The creature may reattempt the
saving throw as an action each turn to try and escape the
Eldritch Invocations weapon again. While holding a creature in this way, you
If an eldritch invocation has prerequisites, you must meet cannot make attacks with the weapon. You may end this
them to learn it. You can learn the invocation at the same effect at any time (no action required).
time that you meet its prerequisites. Idea Credit: The Kraken's Whip by The Griffon's Saddlebag
Unearthing Dreams Foreboding Rituals
Prerequisite: 11th level Prerequisite Pact of the Skull feature
Whenever you sleep for at least a long rest you can choose to You can be helped in casting spells as rituals. When you cast
make a DC 25 Intelligence (arcana) or Wisdom (perception) a spell as a ritual other magic users can join you in order to
check. If you succeed you can immediately upon waking up cast the spell as a higher spell slot. All participants must
learn a new spell. It takes you 1 hour per level of the spell to know the spell, have it prepared and must be able to cast it as
memorize it. You must choose one of the spells you know and a ritual. For each participant in the ritual the slot level of the
replace it with the new spell. The spell must be same level as spell is increased by one to a maximum of your slot level and
your slot level or lower, but it doesn’t have to be a warlock the casting time is increased by 10 minutes. To particepate in
spell. After you learn a new spell you must wait until you gain the ritual you must provide the necessary verbal and somatic
another warlock level before you can try again.
compontents as if you were casting the spell yourself. All

participants must be within a 30 ft. radius sphere. If any of


Skull of Ancient Secrets
the participants loose concentration the spell fails. You are
Prerequisite Pact of the Skull feature the caster of the spell and you choose the its target, effect and
similar aspects as if you were casting normally.
You can learn other ritual spells. When you find such a spell,
you can add it to your repetoire if the spell’s level is equal to
or less than your slot level and if you can spare the time to
memorize the spell. For each level of the spell, the
memorization process takes 2 hours. Art Credit: TheFirstAngel
At Higher Levels. When you cast this using a spell slot of
Spell Descriptions 2nd level or higher the damage you deal when bolstering
Abdul Alhazred's Squirming Tentacle increases by 1d8 and the creature gains 2d8 additional
temporary hit points for each slot level above 1st. The
3rd-level conjuration damage you deal when harming increases by 1d8 for each
Casting time: 2 actions slot level above 1st.
Range: 80 feet Devour
Components: V, S 9th-level conjuration
Duration: Concentration two turns
You summon a portal at an unoccupied place within range Casting time: 1 action
from which a tentacle emerges and attacks a random Range: 120 feet
creature within its range of 10 feet. The creature most make Components: V, S, M (the corpse of a Small or larger organic
a Dexterity saving throw. If it fails it takes 6d12 bludgeoning creature that has died within the last hour which the spell
damage and must make a Strength saving throw or be consumes)
knocked prone. If it succeeds the Dexterity saving throw it Duration: Concentration special
just takes 6d12 bludgeoning damage halved. Classes Warlock
At Higher Levels. When you cast this using a spells slot of You call upon your patron to devour your enemy. Make a DC
4th level or higher the damage increases by 1d12 for each 15 Charisma check. If you succeed choose a creature with a
slot level above 3rd. challenge rating of less than 20 within range to have it
Conjure Aberration
devoured. If the creature has a use of the Legendary
Resistance feature left it can choose to use it to have the spell
3rd-level conjuration (ritual) fail. If you fail a random creature within range is devoured.
Casting time: 2 actions You cast the spell and after a number of rounds equal to the
Range: 60 feet challenge rating of the target the target is devoured. You need
Components: V, S to hold concetration and remain within range of the target for
Duration: Concentration, up to 1 hour this duration. When devoured both the creature’s body and
soul are lost.
You open a portal from which an aberration appears to fight
by your side. You choose an aberration of challenge rating 2 Horrifying Image
or lower that appears in an unoccupied space within range. 2nd-level illusion
The aberration is friendly to you and your companions for Casting time: 1 action
the duration. Roll initiative for the aberration which has its Range: 80 feet
own turns. It obeys any verbal commands that you issue to is Components: V, S
(no action required by you). If you don’t issue any commands Duration: Instantaneous
to the aberration, it defends itself from hostile creatures but
otherwise takes no actions. If your concentration is broken or You conjure up a horrible image of your patron at a point for a
the duration ends, the aberrations doesn’t disappear. Instead, creature. Chosse a creature within range and a point also
you lose control of the aberration and it becomes hostile within range. The chosen creature sees a gargantuan illusion
toward you and your companions. The aberration is hostile of your patron at the chosen point. The creature must make a
towards you even if you have Abhorrent Allies. To return it to Wisdom saving throw. On a fail the creature takes 2d4
its plane of existence you must spend two actions or 12 psychic damage + your spell casting modifier and becomes
seconds to reopen the portal from whence it came. frightened of the point for 30 seconds. While frightened by
At Higher Levels. When you cast this using a spell slot of this spell, a creature must take the Dash action and move
4th level or higher the challenge rating of the aberration away from the illusion by the safest available route on each of
increases by 1 for each slot level above 3th. its turns, unless there is nowhere to move. If the creature
Corrupting strike
ends its turn in a location where it doesn’t have line of sight
to the illusion, the creature can make a Wisdom saving throw.
1st-level necromancy On a successful save, the spell ends for that creature.
Casting time: 1 action At Higher Levels. When you cast this using a spells slot of
Range: Self or melee range 4th level or higher the damage increases by 1d4 and the
Components: V, S number of creatures affected increases by 1 for each slot
Duration: 1 minute level above 3rd.
You corrupt part of a creature’s flesh to either bolster it or Inhuman Strength
harm it. If you chose to bolster it the creature takes 1d8 3rd-level transmutation
necrotic damage and gains 2d8 temporary hit points + your
spellcasting modifier for the duration. Else if you chose to Casting time: 1 action
harm the creature make a melee attack against the creature. Range: Touch
On a hit the creature takes 2d8 + your spellcasting modifier Components: V, S
necrotic damage. This spell has no effect on inorganic Duration: Concentration 1 minute
creatures such as constructs, elementals and ghosts.

3
You touch a willing creature that isn’t you and until the spell You cut off your hand and in its place a large tentacle grows
ends the target gains +2 bonus to AC, its Strength, Dexterity out. Take 2d4 necrotic damage and from the wound a long
and Constitution ability score is increased to 20 unless it squirming tentacle sprouts. You can make unarmed attacks
already is above 20, they can make two attacks on their action with the tentacle. It has a reach of 20 feet and does 2d8
every turn regardless of how many they could make before bludgeoning damage on a hit. You have proficiency with the
and the dammage of their unarmed strikes becomes 2d6. tentacle and you use the tentacle’s Strength modifier to make
Their Intelligence, Charisma and Wisdom ability scores the attacks which is +2.
are decreased to 10 unless it already is below 10, they lose You can also make a sweeping attack. All creatures in a
any weapon and tool proficiencies, they lose the ability to cast cone with length equal to the tentacles reach must either
spells alongside the ability to use any other class features and make a Strength or a Dexterity saving throw their choice. On
they lose control of their bodies. Instead you gain the control a fail the creature takes 1d8 damage and is knocked prone.
of them. On a success they just take the 1d8 halved.
The creature obeys your commands as best as it can. It The tentacle can’t do very complex tasks. It can lift things,
takes it’s turn on your initiative, though it doesn’t take an hit things, throw things and grab things as well as other
action unless you command it to. On your turn, you can similar actions that doesn’t require much deftness. You use
verbally command the creature where to move (no action the tentacles Strength modifier to all these things.
You can
required by you). You can use your action to verbally still cast spells with the hand you have left unless the spell
command it to take the Attack, Dash, Disengage, Dodge, or requires the use of both of your hands.
Help action. The tentacle disappears after the duration or when you
If you lose concentration you loose control of the creature dismiss it. After it disappears your hand regrows in 1 hour
and it will attack whoever is nearest it. You can’t dismiss the and you regain half of the damage you took.
effect and it only disappears after the duration or if remove At Higher Levels. When you cast this using a spells slot of
curse is cast upon it. 3rd level or higher the damage dealt to yourself is increased
(If your friend is sad because they don’t get to control their by 1d4 and the damage dealt by the tentacle, both with the
character you can have it so that they are still actually normal attack and with the sweeping attack, is increased by
controlling the character, but you need to use your action if 1d8 for each slot level above 2nd. When you cast this using a
they are to attack and such) spell slot of 4th level or higher the tentacles Strength
At Higher Levels. When you cast this using a spells slot of modifier is increased to +3 and the reach is increased to 25
5th level the AC is increased by +2 and the damage dealt by feet.
the unarmed strike is increased by 1d10.
Mad Dream
5th-level illusion (ritual)
Casting time: 1 minute
Range: Special
Components: V, S
Duration: Instantaneous
You show the maddening image of your patron to a creature
in its dream to drive it mad. Choose a creature known to you
as the target of this spell. The target must be on the same
plane of existence as you. The target creature must be
sleeping for the spell to have any effect. If the creature is
awake the spell fails. If you successfully cast the spell the
creature must succeed an Intelligence saving throw or
become mad.
While mad, the creature can’t take actions, can’t
understand what other creatures say, can’t read, and speak
only in gibberish. A remove curse, greater restoration, or
wish spell ends the effect. If the creature succeeds the
Intelligence saving throw it will wake up and know that
someone cast a spell on them but not who nor what spell.
If the creature becomes sane again it has advantage on the
Intelligence saving throw if you try and use the spell on it
again.
Tentacle Arm
2nd-level necromancy                                   Image Credit: Adrian Chmielarz
Casting time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous, up to 10 minutes
Apendix A
Mind Flayer Traits only counts a fourth, if its large it counts as 2 brains and so
on. You can’t eat more than 2 brains a week but if you do eat
Your mind flayer character has an assortment of
abilities, 2 brains in a week you can go a month without additional
granted to it by its patron. brains. If you eat more than 2 brains in a month then you still
Ability Score Increase. Your Charisma score increases by can only go 1 month without eating. If over half of the brains
2 and both your Intelligence and your Wisdom score you’ve eaten over a year long period have belonged to
increases by 1. creatures with 5 or lower intelligence your Intelligence score
Age. Mind Flayers start their lives as tadpoles and turn into decreases by one. When you eat a brain, you gain some of the
adults after 10 years. They live to become about 125 years humanoids memories and you learn a bit about its
old but don’t age. personality (determined by the DM as all things).
Size. Illithids vary in height from about 6 to 7 feet. Tentacles. You can use your tentacles to make melee
Regardless of your position in that range, your size is attack. You make a melee attack roll as if it was a finesse
Medium. weapon that you are proficient at against a creature within 5
Speed. Your base walking speed is 30 feet. feet of you. If you hit, the target takes 1 + your Intelligence
Darkvision. You can see in dim light within 120 feet of you modifier psychic damage. If the target is Medium or smaller,
as if it was bright light, and in darkness as if it was dim light. it must succeed on a Strength (Athletics) check contested by
You can’t discern colour in darkness, only shades of grey. your Strength (Athletics) check or become grappled and must
Telepathy. You can communicate mentally with another then succeed an Intelligence saving throw with a DC equal to
creature within 120 feet. The contacted creature doesn't need 8 + your Intelligence modifier + your proficiency bonus or be
to share a language with the you to communicate in this way stunned until this grapple ends. If the creature already is
with it, but it must be able to understand at least one grappled by you when you use Tentacles you have advantage
language. A creature without telepathy can receive and on the Intelligence check to stun it.
respond to telepathic messages but can't initiate or terminate Extract Brain. Your sharp beak enables you to extract the
a telepathic conversation. You don’t need to see a contacted brains from your enemies. The target must be incapacitated
creature and can end the telepathic contact at any time. The and grabbled by you. It must also have a skull and be organic.
contact is broken as soon as you and the creature no longer Hence creatures such as elementals, constructs, oozes,
are within range of each other or if you contact a different plants and some undeads like ghosts can’t be targeted. Make
creature within range. You can initiate or terminate a an attack roll as if it was a finesse weapon that you are
telepathic conversation without using an action, but while you proficient at. On a hit you deal 10d10 piercing damage to the
are incapacitated, you can't initiate telepathic contact, and any creature and if this reduces the target to 0 hit points, you kill
current contact is terminated. You can’t send, and others can’t the target by extracting and devouring its brain.
receive telepathic messages within the area of an antimagic Mind Blast. You magically emit psychic energy in a 60-foot
field or in any other location where magic doesn't function. cone. Each creature in that area must succeed on an
Terrible Visage. Illithids are not often seen on the surface Intelligence saving throw or take 4d8 + your spell casting
world and are usually lawful evil. Therefore, most people are modifier psychic damage and be stunned until the start of
either afraid of you or think you are evil, and you have your next turn. You must finish a short or long rest to use
disadvantage on all deception, persuasion and animal Mind Blast again.
handling checks against people or animals not used to your
appearance and on all stealth checks when you try to blend Wereflayer Traits
into a crowd of people. However, you gain advantage on all
intimidation checks and Charisma checks related to scarring Your wereflayer character has an assortment of
abilities,
people. Gith, Duergar, Grimlocks, Kuo-Toa and Quaggoths granted to it by its patron.
are hostile towards you and will often attack you on sight. Size. Illithids vary in height from about 6 to 7 feet.
Hunger of the Mind. You have a hunger for humanoid’s Regardless of your position in that range, your size is
brains. You need to eat a brain at least once a month to not Medium.
starve but that is the only nourishment you need. You can go Speed. Your base walking speed is 30 feet.
without food for a number of months equal to your Darkvision. You can see in dim light within 120 feet of you
Constitution modifier (minimum of one month). At the end of as if it was bright light, and in darkness as if it was dim light.
that period you can’t use mind blast. At the end of each month You can’t discern colour in darkness, only shades of grey.
beyond that you suffer two levels of exhaustion. After you eat Telepathy. You can communicate mentally with another
a brain and take a long rest the count of months without food creature within 120 feet. The contacted creature doesn't need
resets to zero. You can eat the brains of non-humanoid to share a language with the you to communicate in this way
creatures but if the creature has an Intelligence score of 5 or with it, but it must be able to understand at least one
less you still can’t use mind blast. If the brains creature is language. A creature without telepathy can receive and
small it only counts as half a brain, if its tiny it respond to telepathic messages but can't initiate or terminate
a telepathic conversation. You don’t need to see a contacted

5
creature and can end the telepathic contact at any time. The Extract Brain. Your sharp beak enables you to extract the
contact is broken as soon as you and the creature no longer brains from your enemies. The target must be incapacitated
are within range of each other or if you contact a different and grabbled by you. It must also have a skull and be organic.
creature within range. You can initiate or terminate a Hence creatures such as elementals, constructs, oozes,
telepathic conversation without using an action, but while you plants and some undeads like ghosts can’t be targeted. Make
are incapacitated, you can't initiate telepathic contact, and any an attack roll as if it was a finesse weapon that you are
current contact is terminated. You can’t send, and others can’t proficient at. On a hit you deal 10d10 piercing

receive telepathic messages within the area of an antimagic damage to the creature and if this reduces

field or in any other location where magic doesn't function. the target to 0 hit points, you kill the target

Terrible Visage. Illithids are not often seen on the surface by extracting and devouring its brain.
world and are usually lawful evil. Therefore, most people are
either afraid of you or think you are evil, and you have
disadvantage on all deception, persuasion and animal
handling checks against people or animals not used to your
appearance and on all stealth checks when you try to blend
into a crowd of people. However, you gain advantage on all
intimidation checks and Charisma checks related to scarring
people. Gith, Duergar, Grimlocks, Kuo-Toa and Quaggoths
are hostile towards you and will often attack you on sight.
Hunger of the Mind. While in Wereflayer form you have a
hunger for humanoid’s brains. You need to eat a brain at least
once a month to not starve but that is the only nourishment
you need. You can go without food for a number of months
equal to your Constitution modifier (minimum of one

month). At the end of that period you can’t use mind

blast nor your innate spellcasting. At the end of each

month beyond that you suffer two levels of exhaustion.

After you eat a brain and take a long rest the count of

months without food resets to zero. You can eat the

brains of non-humanoid creatures but if the creature has

an Intelligence score of 5 or less you still can’t use mind blast


nor your innate spellcasting. If the brains creature is

small it only counts as half a brain, if its tiny it only

counts a fourth, if its large it counts as 2 brains

1and so on. You can’t eat more than 2 brains a

week but if you do eat 2 brains in a week you can

go a month without additional brains. If you eat

more than 2 brains in a month then you still can

only go 1 month without eating. If over half of the

brains you’ve eaten over a year long period have belonged to


creatures with 5 or lower intelligence your Intelligence score
decreases by one. When you eat a brain, you gain some of

the humanoids memories and you learn a bit about

its personality (determined by the DM as all things).

Tentacles. You can use your tentacles to make a melee


attack. You make a melee attack roll as if it was a finesse
weapon that you are proficient at against a creature

within 5 feet of you. If you hit, the target takes 1 + your


Intelligence modifier psychic damage. If the target is

Medium or smaller, it must succeed on a Strength

(Athletics)
check contested by your Strength (Athletics)

check or become grappled and must then succeed

an Intelligence saving throw with a DC equal

to 8 + your Intelligence modifier + your

proficiency bonus or be stunned until this

grapple ends. If the creature already is

grappled by you when you use

Tentacles you have advantage on the

Intelligence check to stun it.

Art credit: Todd Ulrich

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