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The Tulpa
Your patron is an autonomous entity found within the fantastic machinations of your own mind. These beings may be mental constructs formed by rigourous and mystical discipline, friends spawned from an unbridled and powerful imagination, the manifestations of dark madness in the deluded, or even outsiders taking up residence in the willing. In all cases, the creature whose mind this entity resides in has no control over its motives and ambitions; though often its goals align with those of the host's deepest subconscious desires, it may encourage its host's self destructive behaviours as well.
Masters of the power of the mind's eye, this patron might reveal the potential of imagination and pure will to their host as an incentive to better themselves, or to further their own goals.
Expanded Spell List
The Tulpa 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.
Tulpa Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | color spray, sleep |
| 2nd | phantasmal force, silence |
| 3rd | phantom steed, sending |
| 4th | greater invisibility, phantasmal killer |
| 5th | Bigby's hand, mislead |
Manifest Imagination
Beginning at 1st level, you know the minor illusion and prestidigitation cantrips, which do not count against your known warlock cantrips. You can ignore any verbal and material components when casting these spells.
Mind Over Matter
Also starting at 1st level, you can use your action to treat any chosen illusory images you can see as solid until the end of your next turn. The illusion is solid only to you, and you can't exert force on an illusion to move it.
In addition, you can use your bonus action to change the nature of any illusion spell you have cast (using the spell's normal parameters for that illusion), provided you can see the illusory effect. Once you change an illusion this way, you can't do so again until you finish a short or long rest.
Manifest Denial
Starting at 6th level, if you are conscious at the start of your turn, you can choose to suspend any number of lasting magical effects or other conditions currently affecting you until the beginning of your next turn. When you do so, you can also repeat a single saving throw for an ongoing effect of your choice, ending it on a success.
Once you use this feature, you can't do so again until you finish a short or long rest.
Arbiter of Reality
Starting at 10th level, when you see another creature create an illusory image, sound or sensation, you automatically disbelieve the illusion without needing to make any ability checks or saving throws.
Additionally, you can see invisible creatures and objects within 30 feet, and you can't be moved or have your form altered by spells or magical effects, unless you allow it.
Theatre of the Mind
Starting at 14th level, you can bend reality to suit the whims of your own forced perspective, moving creatures and objects from afar. As an action, you can cause one of the following effects:
Diorama. You can pick up to four objects or willing creatures other than yourself of size Huge or smaller that you can see within 1 mile, however chosen objects can't be worn or carried by a creature. You can move these targets to another unoccupied space you can see on the ground within this 1 mile range.
Puppeteer. You force up to two creatures you can see within 60 feet to move like morbid puppets. The target creatures must make a Strength saving throw against your warlock spell save DC. On a failed save a creature takes 8d10 force damage and you can forcefully move them to an unoccupied space you can see within 60 feet of yourself on the ground. On a successful save, the creature takes half damage and isn't moved.
Once you use this feature, you can't do so again until you finish a long rest.
Credits
- Written by /u/PeanutJayGee
Art
Fantasy Landscape
Discord of Many Things - Discord.gg/JSArr5p
Quirks
A warlock that hosts a Tulpa quite often appears to have their head in the clouds, so to speak. However when a matter at hand comes to their attention, they will either pursue it with unnatural confidence and drive, befitting someone who wields such trust in their own mind; or with sheepish loyalty to an unseen and ever watchful master. The following quirks can be used to provide an insight into one who has built such a relationship with their own mind.
Tulpa Warlock Quirks
| d8 | Quirks |
|---|---|
| 1 | Your attention is fleeting and random at times, other times you are capable of inhuman concentration. |
| 2 | You often appear to be in intensely deep thought. |
| 3 | You are prone to wild speculation and gossip, and love to read about new and interesting things. |
| 4 | You will often engage in conversation with yourself. |
| 5 | Your behaviour is often whimsical and playful, until you suddenly stop as if you were just scolded. |
| 6 | You will often grudgingly go find a book to read for your patron, even if you hate it. |
| 7 | Sometimes your patron will attempt to temporarily take control of your body; results may vary. |
| 8 | You often make odd facial expressions when in deep inner conversation with your patron; occasionally a heated argument will come to blows against yourself. |
Your Pact Boon
The following are suggestions for the appearance and style of your pact boon as a warlock of the Tulpa.
Pact of the Chain. Tulpa patrons tend to favour familiars of whichever form the inner psyche of their host would prefer, however the malleable and deceptive nature of the figment is perfect to fit the whims of any passing desire their warlock would have.
Pact of the Blade. Your pact weapon may appear as almost anything that your mind wishes, however in times of uncertainty or quick thought, it may appear as a swirling inky mass, rather than having any well defined form.
Pact of the Tome. Your Book of Shadows would likely take the shape of your own personal journal or sketchbook, with rituals and incantations in the form of short scribbled mnenomics or meaningless colourful drawings jotted in the margins.
Pact of the Talisman. Your talisman will often be something that is dear to you, such as a memento to friends or family; or a small figurine symbolic of some great personal meaning, created from your own will.
Pact of the Chain Familiar
The following familiar is provided as an additional choice for warlocks who have chosen the Pact of the Chain.
Figment
The figment is a swirling amorphous mass, typically appearing as an inky splotch on the canvas of reality. This being is the pure essence of the unbridled imagination made manifest, and is extremely flexible in its form, if somewhat erratic.
Figment
Small construct (imaginary), unaligned
- Armor Class 13
- Hit Points 13 (3d6 + 3)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 12 (+1) 10 (0) 8 (-1) 16 (+3)
- Skills Deception +5, Performance +5, Stealth +5
- Damage Resistances psychic
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 9
- Languages all languages known by its master
- Challenge 1/2 (100 XP)
Magic Resistance. The figment has advantage on saving throws against spells and other magical effects.
Seemshape. The figment can use a bonus action to take on the shape and appearance of any Tiny or Small creature or object, or revert back into its true form. Its statistics are the same in each form, including its speed; however it can appear to walk, climb or fly normally instead of hovering if the chosen form is able to. If a creature uses its action to examine the figment while shapeshifted, the creature can discern its true nature with a successful DC 12 Intelligence (Investigation) check. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Phantom Pain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) psychic damage. The figment appears to attack in a manner appropriate to the form it has taken.
Dream Thief. The figment reads the surface thoughts of an unconscious creature within 10 feet. The creature is unaffected if it has an Intelligence of 3 or lower, or doesn't speak any languages.
Flicker. The figment teleports to an unoccupied space it can see within 30 feet.
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Eldritch Invocations
The following invocations have been added as additions for the Tulpa patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for another warlock patron.
Canvas of Creation
Prerequisites: The Tulpa patron, 9th level
You can cast the creation spell without expending a spell slot or using material components. If you cast this spell while touching an image such as a painting or etching, you can instead pull an object out of the image, reducing the casting time to an action, creating a replica of the object within 5 feet. This replica returns to the image when the spell ends.
Once you cast this spell, you can't do so again until you finish a short or long rest.
Child of Whimsy
Prerequisites: The Tulpa patron, 5th level
You can cast the tiny servant spell at will without expending a spell slot, however the spell will end if the servant is more than 30 feet from you for more than 10 minutes or if you cast this spell again.
Flight of Fancy
Prerequisites: The Tulpa patron, 9th level
You can cast seeming once using a warlock spell slot. You can't do so again until you finish a long rest.
Key of Dreams
Prerequisites: The Tulpa patron, Pact of the Talisman feature
When you use your Mind Over Matter feature to treat an illusion as solid, you can grant the same effect to the creature holding your talisman.
Additionally, when you create an illusory image, sound, or sensation, you can allow only the creature holding your talisman to perceive this illusion, or have them be the only creature unable to perceive the illusion.
Leap From the Page
Prerequisites: Pact of the Tome feature, The Tulpa patron, 9th level
You can cast legend lore without expending a spell slot while holding your Book of Shadows. If you are touching an object or creature closely related to the lore you wish to learn, you do not require material components. Once you cast this spell, you can't do so again until you finish a long rest.
Power Fantasy
Prerequisites: Pact of the Blade feature, The Tulpa patron
You can give yourself advantage on an attack roll with your pact weapon, or cause a creature you can see that makes an attack roll against you to roll with disadvantage. This effect ignores other sources of advantage or disadvantage you or the target creature might have.
Once you use this feature, you can't do so again until you finish a short or long rest, or reduce a hostile creature to 0 hit points.
