Otherworldly Patron - The Apparition

by Okra the Bugbear

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Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Apparition

Your patron is a denizen of the Ethereal Plane, watching over the world from it's invisible domain. You have bonded yourself with an ancient ghost, banshee, wraith or other spectral being of great power. Your pact with this entity has given you some rather supernatural talents, along with a guardian spirit that watches over your physical form in a plane not accessible to the living.

Expanded Spell List

The Apparition 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 detect evil and good, catapult
2nd gentle repose, see invisibility
3rd speak with dead, sending
4th aura of life, arcane eye
5th dispel evil and good, telekinesis

The Apparition Features

Warlock Level Features
1st Lifetime of Experiences, Haunting
6th Sixth Sense
10th Spiritual Safeguard
14th Remote Possession

Lifetime of Experiences

At 1st level, your patron bequeaths you with knowledge gained throughout it's own lifetime. You gain proficiency in any combination of two languages, skills, or tools of your choice.

Haunting

Also at 1st level, you are under the constant gaze of a guardian spirit who tries to protect you from danger. You have advantage on Wisdom (perception) checks to find and see enemies and traps. Attacks against you don't gain advantage as a result of you being blinded.

You also learn the chill touch cantrip, if you don't already know it. When you hit a creature with this cantrip, the creature is plagued with constant wailing and moaning. This creature has disadvantage on Wisdom (Perception) checks to notice other creatures, until the start of it's next turns.

Sixth Sense

Starting at 6th level, your senses have been opened, allowing you see things other people normally can't. You can see 60 feet into the Ethereal Plane while you are on the Material Plane, and vice versa.

While you are on the Material Plane, your attacks and spells also affect creatures on the Ethereal Plane.

Spiritual Safeguard

Starting at 10th level, your patron has guarded your body against the undead and death itself. You can no longer be unwillingly possessed by another creature, and you cannot have your hit point maximum reduced by magical effects, such as life drain.

Additionally, your guardian spirit protects you while in the thrall's of death. When you would die from a failed saving throw, you can stabilize instead. Once you cheat death with this feature, you cannot use it again until you finish a long rest.

Remote Possession

At 14th level, you can use your action to touch another humanoid creature and cast dominate person on it, ignoring the spell's casting components and extending it's duration to 10 minutes. The target of this spell makes a Charisma saving throw instead. If the target fails it's saving throw, you simultaneously become invisible and are tethered to the target, remaining within the spells range at all times. Any spell or magical effect that detects the presence of magic, such as the detect magic spell, reveals the ethereal cord that tethers you to the creature. You remain invisible for the spell's duration, or until you make an attack or cast another spell.

Once you use this feature, you must finish a long rest before you can use it again.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Blade of a Lost Soul

Prerequisites: 5th level, Pact of the Blade


You can cast spiritual weapon once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Bound Soul

Prerequisites: Pact of the Chain


You can cast unseen servant at will, ignoring the material components.

Communion of Spirits

Prerequisites: 9th level


You can cast Commune with Nature, without expending a spell slot or material components. You regain the ability to do so when you finish a long rest.

Gifts of the Beast Spirits

Prerequisites: 5th level


You can cast enhance ability once using a warlock spell slot. You regain the ability to do so when you finish a long rest.

Guardians of the Far Realms

Prerequisites: 7th level


You can cast spirit guardians once using a warlock spell slot. You can’t do so again until you finish a long rest.

Lingering Haunt

Prerequisites: Haunting feature


When you hit a creature with the chill touch cantrip, the creature now has disadvantage on Wisdom (Perception) checks to notice other creatures for 1 minute, and has disadvantage on saving throws against becoming frightened until the end of your next turn.

Soothsayer's Vision

Prerequisites: 7th level


You can cast augury at will, without expending a spell slot.

Touch of Dread

Prerequisites: 5th level, Haunting feature


When you hit a creature with the chill touch cantrip, you can force them to make a Wisdom saving throw. On a failed save, the creature is considered frightened of the area he was attack on until the end of your next turn, and must immediately use its reaction, if available, to move as far as its speed allows away from that location. On a successful save, the creature is not frightened and does not use it's reaction to flee.

Walk the River Styx

Prerequisites: 5th level


While on the Material or Ethereal Plane, you can enter the Border Ethereal for up to 1 minute as an action. You can end this early by using your action to return. While on the Border Ethereal, creatures see you as a ghostly figure, yet you can't affect or be affected by anything while on a different plane of existence.

Wandering Soul

Prerequisites: Pact of the Chain


When you summon your familiar using the find familiar spell, you can also choose for it to be undead instead of a beast. If you do, your familiar can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Credits:

Created and designed by Okra the Bugbear


Art: pixabay


Special thanks to No Laifu and u/Cometdance. Thank you GMBinder for creating such a wonderful tool for the homebrewing community.


"Otherworldly Patron - The Apparition" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used are property of Wizards of the Coast. ©Wizards of the Coast L.L.C.