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The Genius Loci
You have been noticed by an unfathomable intelligence that permeates a particular locale, such as a dilapidated house or asylum, a crowded city, or even a distant constellation. Born from sites of strong emotions, tragedies, or perhaps the complex interactions of unwitting participants, these entities whisper subtly of times forgotten through the creak of the floorboard, the din of the city market, the cavernous echo of dripping water, or the shining death of a distant star.
A typical example of these genii loci may be a malevolent haunting of an abandoned building, however these entities may also be protective stewards presiding over their domain; inquisitive cosmic entities of indescribable scale and mind; or the chaotic and ever shifting zeitgeist of civilisation, exhibiting the deepest desires and frustrations of the common person.
Expanded Spell List
The Genius Loci 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.
Genius Loci Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | dissonant whispers, sleep |
| 2nd | pass without trace, see invisibility |
| 3rd | blink, nondetection |
| 4th | greater invisibility, locate creature |
| 5th | hallow, mislead |
Haunting Whispers
Beginning at 1st level, you know the thaumaturgy cantrip, which does not count against your cantrips known. This counts as a warlock spell for you.
Silent Keeper
Also at 1st level, you can subtly shroud yourself from the minds of others. You gain proficiency in the Stealth skill, and you can add your Charisma modifier instead of your Dexterity modifier to any checks made with this skill.
Additionally, you can attempt to hide while only lightly obscured and you don't need to provide verbal components for warlock spells as long as you can provide somatic components.
Visions of Aeons
Starting at 6th level, you can inflict dread visions upon those who strike you. As a reaction when you take damage from a creature that you can see, you can force the target creature to make a Wisdom saving throw against your warlock spell save DC.
On a failed save, the creature becomes frightened of you for 1 minute. While frightened this way, the creature can't attack you or target you with harmful effects. The creature can repeat this Wisdom save at the end of each of their turns to end this effect, and it will also end if you harm the creature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shrouding Providence
Starting at 10th level, you are veiled in your patron's embrace and protected by their unseen hand. You have advantage on saving throws against divination spells, you can see magical divination sensors, and you can detect if a creature or object you touch is being tracked by a spell or magical effect.
Additionally, creatures that see or interact with you for less than an hour can't recall your physical appearance, mannerisms or any other identifying features they learned during the encounter, unless you choose to exclude them from this effect or they are immune to being charmed.
Spirit of Place
Starting at 14th level, you can briefly coalesce with the very world around you as a bonus action. You vanish, and can't be targeted by any spells or attacks, nor can you cast spells or attack. Until the start of your next turn, all ongoing conditions and effects on you are suppressed, and you are immune to all damage. You gain truesight out to 500 feet and are aware of everything within this range, unless a given area is concealed from divination magic. At the start of your next turn, you must choose an open space anywhere within this range to appear again.
Once you use this feature, you can't do so again until you finish a short or long rest.
Credits
- Written by /u/PeanutJayGee
- Special thanks to /u/VampireBagel_ and /u/SargeBriar for critique and inspiration from the Shrouded Arts Wizard,
Art
Mansion in the Woods
Discord of Many Things - Discord.gg/JSArr5p
Quirks
Warlocks that have signed a pact with a Genius Loci are often very esoteric individuals, if they choose to reveal themselves at all. Immersing themselves in a world that others cannot see, they may be seen as eccentric, mad or downright spine chilling in their behaviour. These quirks are provided to inspire some odd characteristics of your Genius Loci warlock.
Genius Loci Warlock Quirks
| d8 | Quirks |
|---|---|
| 1 | You often stare off into space, attempting to perceive something that may or may not be there. |
| 2 | Your silhouette shifts and changes when viewed from afar. |
| 3 | You appreciate local folklore and legends, but scorn formally written historical records. |
| 4 | People often see a brief glimpse of a figure looming behind you. |
| 5 | You naturally appear aloof to others and avoid contact unless you make an effort to present yourself. |
| 6 | Instead of nervous, you are excited and inquisitive of anything that goes bump in the night. |
| 7 | You sometimes hear an entity speaking to you, between the words of others. |
| 8 | Foreboding omens alway seem to occur whenever you say something of great portent or dire consequence. |
You Pact Boon
The following are suggestions for the appearance and style of your pact boon as a warlock of the Genius Loci.
Pact of the Chain. Valuing discretion in all things, especially their own minions, a Genius Loci favours those who can achieve their goals quietly without attracting unwanted attention, while also providing a deterrent to unwanted interlopers; to this end, the mindspark is an excellent choice.
Pact of the Blade. Your pact weapon may appear as a family heirloom weapon, once residing on the mantelpiece; or as a sturdy blade forged from alien metals, using forgotten techniques lost to antiquity.
Pact of the Tome. Your Book of Shadows may appear as an old discarded diary, its previous entries waterlogged beyond legibility; or it could appear as an astronomical log, charting the intricacies of a specific constellation.
Pact of the Talisman. Your talisman may be a piece of memorabilia tied to your patron, such as a spouse's locket or a child's music box; or it may be gift from a being beyond the stars, such as a meteorite fragment.
Pact of the Chain Familiar
The following familiar is provided as an additional choice for warlocks who have chosen the Pact of the Chain.
Mindspark
The mindspark is a primordial spirit with a capacity for independent thought. Often mistaken for will-o'-wisps, these faintly glowing spirits exhibit no ill will towards other beings unless threatened or directed by their master, but are content with amusing themselves by possessing various objects, causing harmless pranks or minor scares.
Mindspark
Tiny elemental, neutral
- Armor Class 12
- Hit Points 7 (2d4 + 2)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 2 (-4) 15 (+2) 13 (+1) 15 (+2) 14 (+2) 13 (+1)
- Skills Investigation +4, Perception +4, Stealth +6
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the same languages as its master but can't speak
- Challenge 1/2 (100 XP)
Ephemeral. The mindspark can’t wear or carry anything unless it is possessing an object capable of doing so.
Particulate Form. The mindspark can fit through any gap that is at least 1 inch in diameter without squeezing.
Repair. The mindspark can innately cast mending at will. Its spellcasting ability is Intelligence.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The mindspark can only use this attack if it possesses an object that permits movement or has appropriate moving parts.
Object Possession. The mindspark possesses a nonmagical object of size Large or smaller, as long as is not being worn or carried by a creature. The mindspark can't move the object in this state unless it weighs 15 pounds or less.
It is indistinguishable from a normal object in this form until it moves, and can manipulate any moving parts as a bonus action, including unlocking the object with a Dexterity check. The mindspark takes half as much damage as the object it is inhabiting. The mindspark can end this possesssion as an action, and if the object is destroyed, the mindspark is safely ejected from it.
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Eldritch Invocations
The following invocations have been added as additions for the Genius Loci patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for another warlock patron.
Forgive and Forget
Prerequisites: The Genius Loci patron, 11th level
You can cast the modify memory spell at will without expending a spell slot, however the target creature must be unconscious and doesn't need to be able to hear you. You must finish a long rest before you can use this invocation on the same creature again.
Haunting Blade
Prerequisites: The Genius Loci patron, Pact of the Blade feature
Once on your turn, when you hit a surprised creature with your pact weapon, you can deal additional psychic damage equal to 3d6 + half your warlock level and cause them to be frightened of you until the end of their next turn.
In addition, you can summon your pact weapon as a bonus action instead of an action.
Memories of Days Past
Prerequisites: The Genius Loci patron, Pact of the Tome feature, 11th level
While holding your Book of Shadows, you can perform a 10 minute ritual to peer into the past. You can write the name and date of an event that you wish to see into your Book of Shadows, while standing within 60 feet of where it took place. The event will then be played out with ghostly images and echoing sound, which will end after 10 minutes or when the event that occurred has ended, as determined by the DM.
If a creature or object is protected from divination either during the past event or in the present, it will not be observed by the ritual. This ritual will also fail if you provide an incorrect date or an event that never occurred. Once you use this feature, you can't do so again until you finish a long rest.
Mischievous Aspect
Prerequisites: The Genius Loci patron, Pact of the Talisman feature
You are aware of any objects within 5 feet of your talisman, and you can teleport an object weighing 10 pounds or less to a position within 5 feet of it, or teleport an object within 5 feet of it into your possession. You must be holding any object you wish to teleport to your talisman.
Once you use this feature, you can't do so again until you finish a short or long rest.
Watcher's Peace
Prerequisites: The Genius Loci patron, 7th level
As an action, you can beseech your patron for a boon of silence, causing a creature or object you touch to make no sound from activities such as moving, attacking or interacting with objects for 10 minutes, though creatures can still hear the target when they speak.
Once you use this feature, you can't do so again until you finish a long rest.
Worldly Empathy
Prerequisites: The Genius Loci patron
The world appears differently to you than it does to others, you see existence as a personality unto itself. You gain proficiency in the Insight skill, and when you would make an Intelligence (Investigation) check to search an area, you can choose to perform a Wisdom (Insight) check instead.
In addition, you have advantage on Intelligence (History) checks made to recall knowledge and Wisdom (Insight) checks made in a conversation if these checks are made in a location directly related to the topic being discussed.
