Pact of The Sub Planar

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Otherworldly Patron | The Sub-Planar

Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. Here is a new option for that feature: the Sub-Planar.

The Sub-Planar

You have made a pact with an entity that lurks and roams in the spaces between planes. You aren't sure what its goals are: perhaps it seeks a way to be released on the corporeal planes or perhaps it simply seeks an agent to do its bidding. Either way, in binding yourself to it, you feel your sense of the planes around you expand and their grip on you loosen.

Sub-Planar Features
Warlock Level Feature
1st Expanded Spell List, Planar Instability
6th Ethereal Shunt
10th Expanded Awareness
14th Planar Master

Expanded Spell List

The Sub-Planar 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.
Sub-Planar Expanded Spells
Spell Level Spells
1st Feather fall, Thunderwave
2nd Pass without trace, Blur
3rd Sending, Nondetection
4th Phantasmal Killer, Locate Creature
5th Planar Binding, Teleportation circle

Planar Instability

At 1st level, you gain the ability momentarily slide into the Ethereal plane. You have a pool of points that you spend to do so equal to 1 + your charisma modifier.

As a bonus action, you can slide into the ethereal plane, provided you are in a plane that neighbours it, by spending a point from your pool. At the start of your next turn you return to the plane you originated from in a corresponding location. If the corresponding location is occupied, you appear in the nearest unoccupied location.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Your regain your points when you finish a long or short rest

Ethereal Shunt

At 6th level, when a creature within 60ft makes an attack roll against you, you can use your reaction to attempt to push it into the ethereal plane. The creature must pass a charisma save against your spell save DC or be moved into the ethereal plane and stunned until the start of its next turn. If it fails, you take no damage from the attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

Expanded Awareness

At 10th level you may see into the ethereal plane within 60ft of you and whilst on the ethereal plane you may now see the plane you originated from up to 300ft.

In addition, you have advantage on all perception and investigation checks made whilst on the ethereal plane.

Planar Master

At 14th, your patron rewards your obedience with a Demiplane of your own. A small shadowy and misty realm, it appears to go on forever, however after moving any more than 100ft from where you entered, you find yourself returning to where you started. Once per short rest you can create a shadowy door on a flat solid surface that you can see within 60ft. The door is large enough to allow Medium creatures to pass through unhindered and lasts for 10 minutes. While you are in the demiplane, you may use this feature to create a door to the location you entered.

In addition, when casting the banishment spell, you may choose to attempt to banish the target to the demiplane granted by this feature.

Sub-Planar Quirks

At your option, you can pick from or roll on the Sub-Planar Quirks table to create a quirk for your character as a result of your new pact.

d6 Quirk
1 You have a hard time holding onto small objects, swearing that they sometimes just pass right through your fingers
2 Noises you make sound slightly muffled, as if coming from a very long way away
3 People always get the feeling that you are looking through them instead of at them
4 When touching a surface, you almost seem to sink into it very slightly
5 A little bit of light passes through you, your shadow never seems as dark as it should be
6 Your hair and clothing don't catch the air like they should, never moving even in the strongest wind
Credits

Sub-Planar Invocations

After taking the pact of the Sub-Planar the following invocations become available to you.

Dimension Dash

Prerequisite: 5th level
Whilst in the ethereal plane, you gain a fly speed equal to twice your movement speed. If you already had a fly speed, it is doubled instead while you remain on the ethereal plane.

Fade Away

When you use your Planar Instability feature, you may make the hide action for free.

Tag Along

Prerequisite: 5th level
When you use your Planar Instability feature, you can take up to one willing creature within 5ft with you. They have the same restrictions and also return at the start of your next turn. You may attempt to force a creature to follow you by having it make a charisma save equal to your spell save DC. If it fails, it is transported with you.

Forceful Return

Prerequisite: Pact of the Blade feature
When you return from the ethereal plane after using your Planar Instability feature, all creatures within 5 feet of you take force damage equal to twice your charisma modifier.

In addition, if you attempt to return in a space that is occupied by a creature of size large or smaller, it must make a strength saving equal to your spell save DC or be moved 5 feet in a direction of your choice.

Spectral Scent

Prerequisite: Pact of the Chain feature
Your familiar may move between the ethereal plane and the plane you occupy at will and gains the scent ability if it does not already have it.

You gain the ability to sense locations in which interdimensional or teleportation magic has been used, up to 10 hours times the level of spell used within a range of 90ft. By making an arcana check you may learn more information about the spell used.

DC Information Learned
5 What spell was used and how long ago
10 How many targets the spell was used on and the level the spell was cast at
15 The destination of the spell

Teleport Twist

Prerequisite: Pact of the Tome feature
When a creature you can see within 300ft casts a teleportation spell, you may attempt to tap into their magic and subtly twist the spell. Make an ability check using your charisma and your proficiency. The DC equals 10 + the spell’s level. On a success, you may change the target destination of the spell to a new location within the original range of the spell that you can see.

You must finish a long rest before you can use this invocation on the same creature again.

 

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