Warlock Patron: The Horsemen

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Warlock Patron: The Horsemen v0.2.2

The Horsemen

Your patrons are the 4 Horsemen of the Apocalypse themselves - Death, War, Famine, and Pestilence. Their motivations are unclear - are they hoping that you bring about the apocalypse they herald, or ward it off? Whatever the case, you now bear a measure of their power.

Expanded Spell List

The Horsemen let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the w arlock spell list for you.

Horsemen Expanded Spells
Spell Level Spells
1st Ray of Sickness, Wrathful Smite
2nd Find Steed, Magic Weapon
3rd Elemental Weapon, Stinking Cloud
4th Death Ward, Find Greater Steed
5th Raise Dead, Contagion

Apocalyptic Power

When you choose this patron at 1st level, you gain powers called Omens, which are fueled by special dice called Apoalypse Dice.

Omens

You learn two Omens of your choice, which are detailed under "Omens" below. You must meet the level requirement for a Omen in order to learn it.

Apocalypse Dice

You have a number of Apocalypse Dice, which are d6s equal to your Charisma modifier (minimum 1). You regain all of your expended Apocalypse Dice when you finish a long rest. Your Apocalypse Dice change when you reach certain Warlock levels. They are replaced by d8s at 5th level, d10s at 10th level, and d12s at 15th level.

Approaching Apocalypse

At 6th level, gain 2 Omens. Additionally, you now regain your Apocalypse Dice on a short rest. You may forget 1 Omen you already know and learn another Omen that you qualify for.

Apocalyptic Steed

At 10th level, gain 2 Omens. Additionally, after casting Find Steed or Find Greater Steed, you can dismiss and resummon your steed as an action without casting the spell again, so long as your steed is not killed. You may forget 1 Omen you already knew and learn another Omen that you qualify for.

Unstoppable Apocalypse

At 14th level, gain two Omens. Additionally, when you roll initiative and have no Apocalypse Dice remaining, you regain one Apocalypse Dice. You may forget 1 Omen you already knew and learn another Omen that you qualify for.

Omens

Omens are presented in order of availability.

Death's Grasp

When you or a creature within 30 feet of you makes a death saving throw, you can spend an Apocalypse dice to add or subtract it to the result of the Death Saving throw. If this would make the result 20 or higher, the creature gains 1 HP. If this would make the result 1 or lower, it counts as two failures.

Drawn by Death

When you deal necrotic damage, you can spend an Apocalypse dice to deal additional necrotic damage equal to that die. When you do so, necrotic damage you deal this turn ignores necrotic resistance.

Famished Grasp

When you attempt to grapple a foe, you can spend 1 Apocalypse die to add it to your Athletics check. If you successfully grapple them, you can attempt to bite them by making an unarmed attack as part of the same action. If you deal damage, regain health equal to your Charisma modifier (minimum 1)

Famished Frenzy

When you make a melee attack, you can spent 1 Apocalypse die to make a unarmed attack as a bonus action. If it hits, add your die to the damage.

Pestilential Aura

When you end your turn, you can spend 1 Apocalypse die to deal poison damage to all creatures within 5 feet of you. The damage equals the die + your Charisma modifier.

Pestilential Resilience

When you take poison damage, you can spend 1 Apocalypse die as a reaction to gain resistance to that damage. If you were dealt that damage by a creature, they take poison damage equal to half the damage they dealt + the result of your die.

Skilled in War

When you make an weapon attack roll, you can spend an Apocalypse die to add that die to your attack roll. If the attack hits, it deals additional damage equal to your Charisma modifier.

Vicious in War

When you deal damage with a weapon attack, you can spend an Apocalypse die to add that die to your damage. When you do so, the damage of that attack counts as magical damage.

Eager for War (requires level 6)

When you roll initiative, you can spend an Apocalypse die to add it to your initiative roll. If this makes your result the highest, you may take an extra action on your first turn.

Famished Leap (requires level 6)

You may spend 1 Apocalypse die as part of your movement to immediately jump a number of feat up to your proficiency modifier * 10 in any direction. If you make a melee attack as part of this leap, the result of your die is added to the attack roll.

Fueled by Death (requires level 6)

When you reduce a creature to 0 HP, you can spend any number of Apocalypse Dice to regain HP equal to those Apocalypse Dice.

Pestilential Passage (requires level 6)

When someone makes an opportunity attack against you, you can spend 1 Apocalypse die as a reaction to reduce their attack roll by the Apocalypse die. If their attack hits, they take poison damage equal to your Warlock level.

Command of Death (requires level 10)

When you reduce a humanoid creature to 0 HP, you can spend any number of Apocalypse dice as a reaction to raise the creature as a zombie under your command. The zombie has HP equal to the spent Apocalypse dice + your Charisma modifier. A zombie raised with this feature dies the next time you finish a short or long rest.

Famished Consumption (requires level 10)

When you are targeted by a spell, you may spend 1 Apocalypse die to cast Counterspell. If you must make a check as part of Counterspell, add your die to the check. If you successfully counter the spell, regain health equal to the level of the spell countered + your Charisma modifier (minimum 1)

Pestilential Touch (requires level 10)

Once per turn when you deal damage with a melee attack, you can spend 1 Apocalypse die to force the target to make a Constitution saving throw, DC = 10 + your apocalypse die. If they fail, they take poison damage equal to your warlock level + your charisma modifier.

Reach of War (requires level 10)

When you make a melee attack, you can spend an Apocalypse die to increase your reach by 5 feet until the beginning of your next turn.

Called by Death (requires level 14)

When you deal necrotic damage to an undead, you can spend 1 Apocalypse die as a reaction to force the undead to make a Constitution saving throw, DC = 10 + your apocalypse die. If they fail, they take double damage from the attack which triggered this power.

Famished Power (requires level 14)

When you cast a spell which uses an attack roll or saving throw, you can spend 1 Apocalypse die to add the result of the die to 1 attack roll of that spell or the save DC of the spell.

Pestilential Spread (requires level 14)

Once per turn when you deal poison damage, you can spend 1 Apocalypse die to deal poison damage equal to your die + your Charisma modifier to all creatures adjacent to the target you dealt the original poison damage to.

Unstoppable War (requires level 14)

If you are reduced to 0 HP, you can spend any number of Apocalypse dice as a reaction to immediately regain HP equal to the result of the dice.

New Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook and Xanathar's Guide to Everything. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in the Warlock class.

Gift of Death (Requires Horsemen Patron)

Death has allowed you to mark your enemies for his attention. Once per turn when you deal damage to a creature, you can deal additional damage equal to your proficiency bonus.

Gift of War (Requires Horsemen Patron)

War has granted you great skill in battle. Gain proficiency with medium armor, shields, and one martial weapon of your choice.

Gift of Pestilence (Requires Horsemen Patron)

Pestilence has given your poisons and diseases incredible power. When you deal poison damage, it ignores presistance to poison.

Gift of Famine (Requires Horsemen Patron)

Famine has taught you how to prize what you are given. When you regain health, regain additional health equal to your Charisma modifier.

 

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