Otherworldly Patron: The Wicked Crone

by Mutgar

Search GM Binder

Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. Here is a new option for a warlock, in addition to the ones already existing: the Wicked Crone.

The Wicked Crone

You made a deal with a powerful hag in order to get magical powers, perhaps an auntie, a grandmother or a legendary hag like Baba Yaga. Maybe she tricked you into accepting, maybe you did it voluntarily, but one thing is certain: she will expect payment in return, whatever it is. Until then, you get to exercise some of her powers and innate abilities, including bargaining skills, mysterious black magic and a weird charming prowess.

Wicked Crone Features
Warlock level Feature
1st Expanded Spell List, Ritual Casting, Sinister Sneer
6th Respect Your Elders
10th Bad Taste
14th Grandma's Recipe

Expanded Spell List

The Wicked Crone 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.

Wicked Crone Expanded Spells
Spell level Spells
1st bane, ray of sickness
2nd alter self, Melf's acid arrow
3rd Leomund's tiny hut, tiny servant
4th arcane eye, Evard's black tentacles
5th contagion, dominate person

Ritual casting

At 1st level, you learn how to cast certain spells as rituals. You can cast a warlock spell you know as a ritual as long as the spell has the ritual tag.

Sinister Sneer

At 1st level, you learn tricks that your patron uses to deceive mortals and to instill fear and doubt in its enemies.

You gain proficiency in the Deception skill and double your proficiency bonus for it. This bonus does not stack with bonuses from similar features, like Expertise. Additionally, whenever you cast a spell of 1st level or higher that targets an hostile creature, you can use a bonus action to force the target to make a Wisdom saving throw. If it fails, it has disadvantage on attack rolls against you until the start of your next turn. A creature immediately succeeds on the saving throw if it is immune to the charmed condition.

 

Respect Your Elders

Starting at 6th level, you can blur the eyes and confuse the minds of your enemies, making them attack their own friends. When you are targeted by an attack or spell, you can choose an hostile creature you can see within the range of the attack and then use your reaction to force the attacker to make a Wisdom saving throw. If it fails, the chosen creature becomes the new target of the attack. If the attacker has disadvantage to the attack against you because of Sinister Sneer, it automatically fails the saving throw, while if it is immune to the charmed condition, it automatically succeeds.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended charges after a long rest.

Bad Taste

Starting at 10th level, you develop an unusual curiosity for weird and unique objects and charms. You add identify to the list of spells you know and it counts as a warlock spell for you. Also, you can spend one hour during a long rest to create an object infused with a warlock spell you know with a cast duration of one action. If you use an action to destroy the item, you can cast the spell infused within without expending a spell slot. You can only have a number of items created this way equal to half your Charisma modifier, rounded down (minimum 1). If an item is not used within the same day it is created, it loses its magical properties.

Grandma's Recipe

Starting at 14th level, your patron decides to share a powerful secret with you. You learn how to submit to your will those foolish enough to accept to make a deal with you. You can create a special potion with your Bad Taste feature. If any creature drinks it, you can force it to make a Wisdom saving throw. On a fail, it suffers the effect of a true polymorph spell, but it retains the ability to speak and its mental ability scores. If the creature is unconscious when it drinks the potion, it automatically fails the saving throw. The creature is under your control as if under the effect of a dominate beast, dominate person or dominate monster spell, accordingly to its type, and you don't need to maintain concentration to control it. The effect lasts until you dismiss the servant or until you die. You can have only one creature under your control at any given time.

Once a creature succeeds the saving throw or is dismissed, it can't be affected again by the effects of the potion for a month, unless it chooses to do so willingly.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.