Inventor Warlock Patron

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Warlock Patron: The Worldshaper

The spirit of a long-dead mad alchemist lends inspiration to a hapless mortal, an eldritch tome instructs the reader on how to make impossible devices, a dragon capable of creating magical weaponry requests treasure, gathered in a more subtle manner, and offers tutelage in exchange. A muse sees a talented individual and blesses them with magical power, requesting only that they hone their art to absolute mastery, take their vision and show it to the world.


Worldshaper patrons are powerful creators in their own right, figures who could change the world with their creations... or those who have already done so.

Expanded Spell List

The Worldshaper 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.

Spell Level Spells
1st Snare(XGtE), Identify
2nd Arcane Lock, Continual Flame
3rd Glyph of Warding, Tiny Servant (XGtE)
4th Fabricate, Leomund's Secret Chest
5th Animate Objects, Creation

Eldritch Invention

Starting at 1st level, you gain proficiency in one type of Artisan's Tools of your choice, and you've begun work on your Eldritch Invention.

Your Eldritch Invention is a custom magic item that you continuously improve and add on to, working towards the vision in your mind's eye. Choose one of the following types of object to make your Eldritch Invention;

Weapon: Your Eldritch Invention takes the form of a weapon, not yet one of the magic weapons of legend, but one can aim high.
Apparel: Your Eldritch Invention takes the form of an object you wear or carry on your person, such as a cloak or crystal ball.
Expendable: Your Eldritch Invention is more of a recipe for creating small consumable items, such as potions or bombs.

You can apply one modification you meet the pre-requisites for now, and you gain one additional modification at levels 6, 10 and 14. Exact details on the statistics of these items, and their available modifications, are listed at the end of the class description.

Expendable Inventions cost 25 GP to gather the components to replace, and the replacements take 1 hour each to complete. If you lose an Apparel or Weapon Eldritch Invention, it costs 100 GP to replace and takes 4 hours to craft.

Weapon and Apparel inventions lose their power if you craft a replacement, but you can maintain a number of Expendable Inventions equal to your Proficiency Bonus.

Experimentation

When you reach 6th level, your meddling with some of the mechanics of your pact have allowed you to to tweak more of the spells you learn.

You gain a single Invocation, from the list of those that add effects to a Warlock Spell. You can instead apply those benefits to another Warlock Spell that you know.

You can change both the Invocation and Spell you choose to use this feature with as you gain levels in this class.

Projected Barrier

When you reach 10th level, you have learned to, on a reflex, imagine a barrier suitable of your craft, such as a large shield, or a potion which, when smashed on the ground, shrouds you in mist for a moment, and simply make that object real through force of will and magical power.

As a reaction when you are attacked by a creature within 60 feet of you, you can magically project this object and use it to protect yourself, imposing disadvantage on the attack roll. You can use this ability after you see the dice roll but before you know if the attack would hit or miss.

After the attack is resolved, the object you conjured disperses back into magical energy.

You can use this feature a number of times equal to our Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Reality Marble

Beginning at 14th level, you're able to temporarily project your imagination onto the world around you.

When you gain this feature, you can design your own small world, which exists in a safe demiplane. This world's terrain is simple, but you can choose it's aesthetic, such as a grassy hill, messy workshop, or grand hall. This area is mostly open, with creations of both your past and your future scattered around. You can add a few pieces of decor, such as tables, chairs, or workbenches, but such things are not required.

The area is brightly lit, and when you first gain this feature, you can choose whether this lighting is Sunlight, Moonlight or Artifical Light.

You have full control over the weather, but you can't influence it enough to cause harmful effects or impair creatures' visions.

As an action, you can teleport yourself and all creatures within a 30' radius circle centered on you, into this demiplane you've designed. As part of this action, you can also animate some of the creations lying around in your realm, as if you had cast the Animate Objects spell. This ability lasts for up to a minute, or until you lose concentration of it, as if concentrating on a spell. During this time, you cannot leave this plane willingly, and if you are forcibly removed from this plane, the effect ends.

When this feature ends, all creatures within it are harmlessly returned to the material plane. If the position they would return to isn't an open area in the material plane, they are harmlessly deposited in the nearest available space of their choosing.

You can use this feature once, and regain the ability to do so when you finish a long rest.

Modifications

Universal

These properties can be applied to any eldritch invention.

Arcane Springs

The item can be used to cast the Jump spell on the person using it, as a bonus action, without the need to spend a spell slot. When cast in this way, the spell lasts until the end of the user's current turn.

Premonition

The item can be used to cast the augury spell, as an action, without the need to expend a spell slot. The item can be used in this way once, and regains the ability to cast the spell in this manner at the next dawn.

Illumination

The item can be used to cast the Light cantrip as a bonus action, on the item itself. The spell lasts for one hour when cast in this way. As a bonus action on each of their turns, the user may change the colour of the light, make it flicker as though it was caused by a natural flame, or focus the light in one direction, replacing it's normal light with a 30' cone of bright light and a 30' cone of dim light.

My Precious

While you and this item exist on the same plane of existence together, you can summon it to your hand as a bonus action.

Activating this Modification does not consume Expendable Eldritch Inventions.

Problem Solving

Pick one type of Artisan's Tools, or Thieves' Tools, or a Crowbar.

This item can now be used as the selected type of tool, in addition to it's other properties.

Arcane Sensor

This item can be used to cast Detect Magic without expending a spell slot once. The item regains the ability to do so at the next dawn.

Detection

Choose a type of creature, or sub-category of Humanoid like Orcs or Elves.

Your Invention glows faintly when the chosen type of creature is within 500', and noticably brighter every 100' closer they get.

When the creatures are within 100', the weapon glows brightly enough to emit dim light within a 5' radius.

Weapon

Your Eldritch Invention is a weapon. You can pick any simple or martial weapon you are proficient in for this weapon to take the form of, and it counts as a magic weapon for the purposes of overcoming damage resistance and availability to become your Pact Weapon, for Pact of the Blade.

Rune of War Magic

You can use this weapon as a spellcasting focus, and the hand holding it is still able to provide Somatic components.

Rune of Speed

This item can be used to cast the spell Zephyr Strike, provided the user has a spell slot of 1st-level or higher to cast it with.

When higher level slots are used, the damage added to the melee weapon attack by this spell increases by 1d8 per level of the slot used.

Rune of Accuracy

Pre-Requisite: 3rd level

This item can be used to cast the spell Magic Weapon upon this item, provided the user has a spell slot of 2nd level or higher to cast it with.

Elemental Form

Choose one damage type from the following: Acid, Fire, Cold, Thunder, Lightning, Radiant, Necrotic.

The weapon's bludgeoning, piercing or slashing damage is replaced with that type of damage.

Showmanship

The wielder of this weapon can add either their Strength or Dexterity in addition to their Charisma modifier when making a Intimidation or Performance check where they show off their skill with the weapon.

Extended Handle

Pre-Requisite: Eldritch invention must not be a two-handed weapon.

The wielder of this weapon can use a bonus action to switch the weapon between two modes, a one-handed mode with the weapon's normal statistics, and an alternate mode where the weapon loses the Versatile property if it had it, has it's damage dice set to a d8, and it gains the Two-Handed and Reach properties.

Apparel

Apparel is a catch-all for Eldritch Inventions that are either worn or held, and each type of item functions slightly differently.

Worn Eldritch Inventions can take the form of clothing, jewelery, or any kind of armor with which you are proficient, and grant any passive benefits they have to the creature wearing them.
Held Eldritch Invocations only grant their passive benefits while occupying the user's hand, but these items are so attuned to your magical energy that you can use them as a spellcasting focus.
Shifting Glamour

You can also use a Bonus Action to activate the item, which creates an illusion over your clothing that can assume the appearance of a normal set of clothing or some kind of armor. You decide what it looks like, including color, style, and accessories, but what you were wearing retains its normal bulk and weight. The illusory appearance last until you use this property again or use a bonus action to deactivate it.

Resistance

You can use this item to cast Absorb Elements once, without the need to expend a spell slot. The item regains the ability to cast the spell in this manner at the next dawn.

Luckweave

While this item is on your person, you do not take additional damage from receiving a critical hit.

Damp

While holding or wearing this item, you can breathe underwater and have a 30' swim speed.

Cloaking

Pre-Requisite: 3rd level

While holding or wearing this item, you can use your action to go invisible, which lasts for up to an hour, or until you cancel it, attack or cast a spell, at which point, you become visible again.

If you use your action to cancel the effect early, you can use any time remaining from that hour later.

The item resets to having a full hour of invisibility at the next dawn.

Aersteel

This item allows you to negate the stealth penalty imposed by medium and heavy armor, or the Crystalline Armor Invocation

Lesser Ward

You gain a +1 to AC while under the effects of this item.

Expendable

When crafting an Expendable Eldritch Invention, you can choose to only include some of the Modifications you know. For example, say your Invention was a form of potion-making, and you knew Restorative, Destructive, and Premonition. In this case, you can choose to put Restorative and Premonition together in one vial, and fill a second with just Destructive.

Expendable Eldritch Inventions can be used in one of three ways;

Consumed, or, the invention must be eaten drunk, or otherwise consumed willingly or unknowingly by the creature using their action.
Applied to a weapon or spell before making an attack with it. It takes a bonus action to use this item on a weapon, or a spellcasting focus, and the next time the user hits with that weapon, or a spell which uses an attack roll, the effects are applied.
Lobbed as a bonus action. These items affect a 10' radius circle of your choice up to 60' away, but deal half damage. Affected creatures can attempt a Dexterity saving throw vs. your spell save DC, gaining resistance to that damage on a success.

You can choose which way to use an item as you use it.

Expendable items can only be used once, even if you only activate one of their properties. After that, the item becomes useless and must be re-crafted to be able to be used again. This does, however, allow you to use their properties more often, if you have the gold to fund this.

Restorative

When used, this item restores hit points equal to 1d8 + Your Charisma Modifier to the target.

Destructive

Choose a type from Acid, Poison, Fire, Cold, Lightning, Thunder, Necrotic and Radiant

When consumed by a creature or delivered to a creature via a weapon attack, that creature takes 2d8 damage of that type, and must make a Constitution saving throw against your Warlock Spell Save DC.

If they fail, their maximum hit points is reduced by the same amount of damage dealt.

Highlighting

When used by a creature or delivered to a creature via a weapon attack, that creature will glow as if under the effects of the Faerie Fire spell, in whatever colour they'd consider the most embarrassing. At the start of each of it's turn it can make a Constitution saving throw to rid itself of this effect.

Bonded

The user can use a bonus action at any point after delivering this item to a location. When the user does so, the item is expended and the user is teleported to the nearest safe space within 5' of the item's location.

Cloud Sphere

A fog cloud forms in a 10' area around the target when the item is used. The area covered by the fog is heavily obscured for up to one minute, unless moderate or higher winds disperse the effect early.

Additional Invocations;

Basic infusion

Requires: Any patron that isn't the Worldshaper. You gain the Eldritch Invention feature as if you were a 1st-level Worldshaper Warlock, however, you still do not qualify for Additional Modification. Additionally, you must spend twice the GP in order to achieve the same effect, since your patron does not grant you the insight to weave these enchantments without some costly experimentation.

If you lose this invocation, any remaining Eldritch Inventions are rendered inert, but you can salvage materials worth around half the cost of the item.

Additional Modification

Pre-Requisite: Worldshaper Patron

You can apply one additional modification that you meet the pre-requisites for to your Eldritch Invention.

You can take this Invocation multiple times, but must choose a different modification each time.

Mythic Craft

You can craft items in half the time that task would usually require.

You also don't need to actually spend the gold to purchase materials, you can transmute them yourself directly from half of the money you'd usually need to buy them.

Armor of Mists

Pre-Requisite: Pact of the Blade

Your Armor Class is equal to 14 + Your Dexterity Modifier, as long as you don't wear armor or put on a shield.

Armor of Life

Pre-Requisite: Pact of the Blade, Strength of 15 or Higher

You can use your action to magically harden your excess life force, coating your body in a thick armor of crystal which flows and shapes around your body.

Your Armor Class is equal to 17, and the noise the crystals make impose Disadvantage on any Dexterity(Stealth) checks you attempt while wearing it.

It takes a minute of focus to relax and release the armor, after which your AC and stealth abilities return to normal until you form it again.

Divine Curse

Pre-Requisite: Hex Spell

Your Hex spell now deals Radiant damage instead of Necrotic damage, when Hex is cast on a Fiend, Undead or Abberition, you can target both one physical and one mental ability score with Hex's disadvantage on ability checks.

Disciple of Agathys

Pre-Requisite: Armor of Agathys Spell, 5th level

When you cast Armor of Agathys, you treat the spell as if it were cast using a spell slot 1 level higher.

Grasp of Hadar

Pre-Requisite: Arms of Hadar Spell

When you cast Arms of Hadar, the size of the area of effect of that spell is increased by 5', and creatures who fail their saving throws are knocked prone.

Ray of Clumsiness

Pre-Requisite: Ray of Enfeeblement

When a target is hit by Ray of Enfeeblement, they also take disadvantage on attack rolls using Dexterity, and have disadvantage on their first saving throw to end this effect.

 

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