Otherwordly Patron: The Friends

by Eiti3

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Otherworldly Patron

At 1st level, a warlock gains the Otherworldy Patron feature. Here is a new option for that feature: the Friends.

The Friends

Your patron is the friends you make. While others may bargain their soul away, you have freely given it to every person you meet. You make friends wherever you go by simply being yourself. These friends, although mortal and powerless by themselves, provide you the strength to go beyond the possible through the will of their trust in you. They look to you for support, friendship, and guidance - an unwavering soul, who tirelessly puts forth the effort for each and every one of their friends. You will forever live on in the hearts of every heart you touch. They will all think of you now and then, never forgetting, as your hearts will be one.

Expanded Spell List

Your friends let 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.

Friends Expanded Spells
Spell Level Spells
1st animal friendship, heroism
2nd aid, warding bond
3rd beacon of hope, sending
4th freedom of movement, locate creature
5th circle of power, telepathic bond

Bonds of Friendship

When you choose this patron at 1st level, you gain the ability to form magical bonds with your allies. During a long rest, you can spend 1 hour recalling all the friends you've made along your travels, solidifying the bonds you've made.

Each creature you choose who you've befriended on your travels feels the beginnings of a harmless magical bond forming. If a creature is willing, the bond forms, and ends only if you or the creature chooses to end it (no action required). Both you and any bonded creature have advantage on Charisma (Persuasion) checks against one another.

Power of Sharing

At 1st level, you can cast a spell with a spell slot with the range of self as if it had the range of touch.

Additionally, when you cast a warlock spell with the range of touch, you can target another creature within reach. Once you use this feature, you can't do so again until you finish a long rest.

Always There

At 6th level, you always have your friend's back. You can use the Help action as a reaction when an ally is making an attack roll or ability check. Additionally, when you use the Help action to aid an ally, they only need to be able to see or hear you. You can only use the Help action this way a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

When you use the Help action, you can choose to have you and your ally gain a bonus to both of your Armor Classes equal to your Charisma modifier (minimum of 1) until the start of your next turn. Once you use this feature this way, you can't use it again until you finish a short or long rest.

Till The End

At 10th level, when you roll for initiative you gain temporary hit points equal to twice your Warlock level for the next hour. Once you lose these temporary hit points, you emit the effects of the aura of life spell. The spell ends when you drop to 0 hit points or until you finish your next short or long rest.

Once you gain temporary hit points this way, you can't gain them again until you finish a long rest.

Along the Way

Beginning at 14th level, the bonds you have formed are everlasting. As an action, you can instantly summon those you have bonded with from your Bonds of Friendship feature. Choose up to a number of willing or dead creatures you have bonds with equal to your Charisma modifier (minimum of 1). Spectral spirits of the chosen creatures appear within 30 feet of you. You can only summon one non-humanoid creature this way. A spectral creature summoned this way vanishes from their previous position and ignores all its previous conditions until it returns. After one minute or when a creature summoned this way is reduced to 0 hit points, their spirit vanishes and they return to their previous position, regaining any previous conditions it had before being summoned. All damage and conditions inflicted to their spectral forms do not carry over to their original forms.

Once you use this feature, you can't do so again until you finish a long rest.

Outlaws Merriment by Suzanne Helmigh

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are five new Invocation options for the Friends patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for another warlock patron.

A Warlock's Best Friend

Prerequisite: Friends patron, 7th level

You can cast Mordenkainen's faithful hound once using a warlock spell slot. When you cast it this way, you can choose for the spell to last for 1 hour. If you do, on each of your turns you can move the hound up to 60 feet (no action required).

Once you use this invocation, you can't do so again until you finish a long rest.

Best of Friends

Prerequisite: Friends patron

During a short or long rest, you can choose one creature you have made a bond with and name them your best friend. You can only have one best friend named this way at a time.

When you and your best friend both roll for initiative, you can choose either result. You then both take your turn on that initiative.

If you or your best friend roll a 1 on an attack roll, ability check, or saving throw, the other person gains advantage on their next attack roll, ability check, or saving throw within the next minute.

Imaginary Friend

Prerequisite: Friends patron

You can cast unseen servant at will, without expending a spell slot. You can't have more than one servant at a time. If you cast this spell again, the previous servant leaves and is replaced by a new one.

Rivalry Unforgotten

Prerequisite: Friends patron

During a short or long rest, you can choose one creature you have made a bond with and name them your rival. You can only have one rival named this way at a time.

When you and your rival both roll for initiative, you both gain one use of inspiration for the next minute.

If you or your rival roll a 20 on an attack roll, ability check, or saving throw, the other person gains advantage on their next attack roll, ability check, or saving throw within the next minute.

Once you have gained inspiration this way, you can't gain it again until you finish a long rest.

Using InspirationPHB p.125

If you have inspiration, you can expend it when you make an attack roll, ability check, or saving throw. Spending your inspiration gives you advantage on that roll.

Scrapbook

Prerequisite: Friends patron, 9th level, Pact of the Tome feature

You can now draw or paint a likeness of a creature you have made a bond with into your Book of Shadows. The legend lore, scrying, and sending spells appear in the book as rituals and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast these spells as a ritual on any creature illustrated in your book this way. These spells only work if the illustration was made with a drop of their blood.

If you or your friend breaks the bond, the magic fades, but the drawing remains. The drawing regains its magical use when the bond is mended.

 

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