My Documents
Become a Patron!
## Pantheon of the Minds Your pact is made not with any singular being, but rather a series of magical entities that all have an interest in you. From Elder Gods, to Archdevils, to Lords of the Fey, they have all reluctantly agreed to all donate bits of their power to you, despite their differences. In return for their shared power, however, they will demand favors from you. You will be required to perform minor tasks each level, and major tasks upon reaching a "milestone". The variety of beings means you will not know what task you will be forced to complete. #### Expanded Spell List The Patheon of the Minds 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. | Spell Lvl | Spells | |:---:|:-----------:| | 1st | *shield, burning hands, command* | | 2nd | *detect thoughts, flame blade, lesser restoration* | | 3rd | *dispel magic, blink, lightning bolt* | | 4th | *greater invisibility, Evard's Black Tentacles, confusion* | | 5th | *telekinesis, scrying, cone of cold* | #### Encore Starting at 1st level, you can prove your worth as a pact-maker and garner the attention of your patrons. When you reduce an enemy to 0 hit points with a spell or invocation, your next attack will deal additional elemental damage (roll a d10 to decide the damage type) equal to your Warlock Level + Charisma Modifier. The additional damage is dealt after your spell damage, and cannot retrigger Encore. | d10 | Element | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Thunder | | 7 | Necrotic | | 8 | Radiant | | 9 | Poison | | 10 | Psychic | \columnbreak #### Emergency Supply Starting at 6th level, you can ask your patrons for one of 5 minor favors as a bonus action. * Roll a 1d4, regain that much health * Give an enemy disadvantage on attacks made against you. * Add +1 to any spellcasting rolls next turn. * Restore 1 spell slot * Gain +1 to a skill check Once you use this feature, you can't use it again until you finish a long rest or short rest. #### Gifts for the Ungodly Starting at 10th level, the entities are hungry for more. As an action, you can choose a single target for a random curse, chosen by a d8. A large red arrow will also appear above their head and point at the target. You can place up to three curses before taking a long rest, and these can stack. These effects last for two rounds. When a marked target is killed, everything will be stripped from the target in a flash, and all that remains is a gnawed skeleton. | d8 | Curse | |:---:|:-----------:| | 1 | Target is *blinded* for 10 minutes | | 2 | All sources deal +1 damage to target | | 3 | Target is *petrified* | | 4 | Target gains disadvantage on attacks they make.| | 5 | All hostiles within 20 ft of the target have their movement speed halved | | 6 | Target spontaneously catches on fire | | 7 | Target is raised 50 ft up on their turn, flipped upside down, and begins falling. This is repeated on the second round.| | 8 | A pool of acid materializes over the target and drips onto their head, dealing 2d10 acid damage on the creature's turn. | At 16th level, you can perform this feature as a bonus action. #### The Crossroad Starting at level 14, the Pantheon has finally become a bit impatient, and you must choose one of two paths. ##### Pact-maker You can create a pact with any single patron. You immediately start at level 14 and receive all the perks associated with your pact along with keeping the spells you have already chosen, but you must abandon all other features of your current pact. ##### Continued Patronage You decided that the oddities of your current pact attract you, despite the many issues with it. You gain -1 to all *Minor tasks*, *Penalties* and -10 to *Major tasks*, but in return, you can reroll once when rolling on the *Rewards* table, and you gain the *Offering to the Pantheon* invocation (Page 2). \pagebreakNum ### Tasks #### Minor Tasks The many spirits vying for your attention require updates on your progress. Every time you gain a level, roll a d8 to be mentally demanded to perform a random *minor task* that must be completed in 24 hours. | d8 | Tasks | |:---:|:-----------:| | 1 | Roll from the Major Tasks table. | | 2 | Sacrifice any living creature Tiny or larger | | 3 | Cut your palm for 1d4 damage, and drip blood into a fire. | | 4 | Burn 1d4 pounds of food as an offering. | | 5 | Go for a 1d6 kilometer sprint | | 6 | Meditate for a Short Rest | | 7 | Pray to the many entities with an Easy *Religion* check | | 8 | Commit an act of goodwill | Failure to complete a *Minor Task* in 24 hours means you take *2d6 psychic damage* due to the anger of your patrons. #### Major Tasks The support from the many magical entities comes with both rewards and consequences. On 2nd level, then every 5th level, the entities will demand a *major task* to be completed instead of a minor task, and must be accomplished within 72 hours. Roll on the *Major Task* table (Page 3) to find out what task you must accomplish. Upon completing a task from the list within 72 hours, you may roll from the *Rewards* Table (Page 4). If incomplete, roll from the *Penalties* Table (Page 4). ### Patreon Invocations #### Fear of the Unknown ###### Prerequisite: 4th Level Reveal the many patrons that support you and grant you power to any being within 30 feet. The being then must make a Wisdom save, or they will be *frightened*. #### Spiritual Surge ###### Prerequisite: 7th level Once per long rest, one spell you cast from your Patron's Expanded Spell List (Page 1) can be cast without expending a spell slot. \columnbreak #### Offering to the Pantheon ###### Prerequisites: 14th level, Continued Patronage Offer up a being to the beings from the other planes. *Concentrate* on any enemy within 50 feet, and the Pantheon will strike your target with a random element (roll a 1d10 from the following table) and deal 1d6 * your Charisma modifier of the chosen damage type. If it kills the target, the target is instead damaged into a messy pulp. All other beings (including PCs) must make a DC 15 Wisdom save to avoid being *frightened* Once you use this invocation, you can’t use it again until you finish a short or long rest. | d10 | Element | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Thunder | | 7 | Necrotic | | 8 | Radiant | | 9 | Poison | | 10 | Psychic | \pagebreakNum
| d50 | Task | |:---:|:-----------:| | 1 | They call for blood. Self-exsanguinate to reach 1 hit point. | | 2 | The patrons want something with your scent. Give up your most-equipped item. | | 3 | The knowledge of the Pantheon invades your mind. Forget a spell, and learn a new spell of the same spell level. | | 4 | Detach yourself from physical wealth, and donate half of the money you own. | | 5 | The Patrons hunger. Dump all edible items in your ownership into a fire as an offering. | | 6 | The Patrons desire you to mingle with nature. Take a long rest in the forest with no clothes. | | 7 | The Fiends urge you to stick your hand in a fire. | | 8 | Your luck will be tested by the patrons. Roll either a critical hit or failure for an attack roll, skill or ability check. | | 9 | Some patrons value peace over violence. Do not deal any direct damage for 24 hours. | | 10 | A rather confused patron forgets their demand. Roll again on the Major Tasks table and add +5. | | 11 | The lust-filled members of the Pantheon wish to see your "prowess." Seduce any NPC | | 12 | Some patron's demands make little sense. Insult a child to tears. | | 13 | Show your pact-holders your fury. Pass an intimidation check during combat. | | 14 | Your power is what attracted the patrons. Land the killing blow on an enemy using your highest-level spell. | | 15 | The patrons wish you to practice the acts of the ascetics. Do not purchase anything nor consume food for 24 hours. | | 16 | The shadow-dwellers that act as some of your patrons are bored. Steal goods worth a total of at least 30 gold. | | 17 | A Warlock can control the battlefield with cantrips. Defeat an enemy using only cantrips. | | 18 | Your patrons have odd demands regarding your appearance. Shave off all your hair.| | 19 | An otherworldy pugilist has a request for you. Land an unarmed attack on an enemy. | | 20 | Kill a random enemy with a melee weapon to satiate the Patron's bloodlust. | | 21 | Patrons love a good tribute. Have 3 people join you in sacrificing another being. | | 22 | Some of the Patrons seem worried for your health. Complete an Easy Medicine check on yourself. | | 23 | Sentient weaponry demand a skillful owner. Spend a short rest practicing with a melee weapon. | | 24 | Prove your honor to the Pantheon. Win an honourable duel without cheating. | | 25 | The patrons want entertainment at your expense. Take 1d6 damage from a random event. | \columnbreak | d50 | Task | |:---:|:-----------:| | 26 | Nothing special has been demanded of you. Roll from the Minor Tasks table. | | 27 | A little heat never hurt anyone. Take a short or long rest by a well-lit fire. | | 28 | Prove to your patrons that you are also a patron...of the arts. Pass an Easy Performance check. | | 29 | The more...unnatural patrons want to know what scholars think about them. Discuss other dimensions with a scholar. | | 30 | Freedom is infectious. Free someone from imprisonment or servitude, whether they (or you) want it. | | 31 | The voices demanding you to complete their demands are overpowering. Take a short rest. | | 32 | Fiends love a little random chaos. Scream loudly in a crowded town square. | | 33 | Many beings pay respects to the dead, even some of the patrons. Visit a cemetery. | | 34 | The most ethereal of of patrons have never had, nor needed to consume, yet they wish to witness it. Eat a hearty meal. | | 35 | The more violent patrons hunger for the death of the innocent. Kill a random NPC. | | 36 | Your knowledge must be ever expanding. Learn how to use a new tool. | | 37 | Even the most mundane of tricks can impress a patron. Complete an Easy acrobatics check.| | 38 | The power of wealth is acknowledged even by extraplanar entities. Spend at least 25 gold. | | 39 | Disgusting of a request as it is, you have to complete the request. Defecate in the woods. | | 40 | Show your stamina through spellcasting. Use up all your spellcasting slots. | | 41 | Protect the ones closest to you. Block an enemy from attacking a friendly PC. | | 42 | Appearance matters, even to the Pantheon. Purchase new armor or clothing, | | 43 | The Great Old Ones want you to hoard knowledge like them. Read a new book. | | 44 | Enjoy what the fey offer you. Search the environment for food, and cook what you find. | | 45 | The Patrons are currently satisfied. Nothing is demanded of you at the moment. | | 46 | Eager Patrons await whatever new power you learn. Gain 100 XP. | | 47 | Money makes the world go round. Sell anything to a vendor. | | 48 | The Patrons are wooed by your charisma. Complete a Persuasion Check.| | 49 | The rage you contain must be let out. Deal at least 20 damage in one turn. | | 50 | Your Patrons have a gift for you. A random item chosen by the DM will be in your inventory, and you must deal damage with it. |
\pagebreakNum ## Rewards | d20 | Gift | |:---:|:-----------:| | 1 | 1 Platinums worth of molten gold materializes in your coin pouch. | | 2 | Your are surrounded by fire, but are immune to your own fire for an hour. | | 3 | A beggar with clouded eyes comes by and gives you a hunk of stale food. | | 4 | You recall a minor factoid, although you cannot remember where you learned it. Gain 100 XP | | 5 |A random *martial weapon* falls from the sky and lands at your feet | | 6 | The next mortal to directly speak to you is now infatuated with you, regardless of their previously-held thoughts. | | 7 | Some unknown energy surges through your veins, rejuvinating you. Gain 1d4 hit points, and +1 to max hit points. | | 8 | You feel woozy, unsure of how close or far the ground is. You may either increase or decrease your size to the next level for 24 hours | | 9 | The ones who maintain the the Realms offer their support. Summon a random friendly minor elemental to support you for a day. | | 10 | Unfamiliar knowledge swirls in your mind, granting +1 to any skill | | 11 | A Large or smaller humanoid will appear and submit to you and your demands (within reason). | | 12 | The minds of the moneyholders have been altered to consider you their best customer. All merchant prices are discounted by half for a day. | | 13 | The Patrons change your fate, granting a single use of the *Luck* feat | | 14 | Summon a random friendly minor elemental to support you for a day | | 15 | Your hands glow with ethereal power. Your next damaging spell gets +5 to damage. | | 16 | Summon a random monster from another dimension that immediately dies | | 17 | Your experiences with the Patrons have taught you more than you could imagine. +1 to any ability score | | 18 | The shadow-dwellers make you *Invisible* for the next 2 hours | | 19 | Summon a friendly non-dragon legendary monster that obeys your command, courtesy of the Patrons. | | 20 | Reroll. If you get 20 again, the entire Pantheon suffuse your body with energy and grant a single use of *Wish*. Should you not cast within 20 seconds of being informed of this power, the Patrons will impatiently give the casting energy to the nearest humanoid to you. | \columnbreak ## Penalties | d20 | Punishment | |:---:|:-----------:| | 1 | Reroll. If you get 1 again, all of your bones, organs and various fluids are taken from you, and you are instead supported solely by magic. Your Constitution is locked to 10 and can never be changed, and rolls involving the stat cannot be boosted or given advantage. Any future roll of 1 will lead to you losing a random limb. | 2 | Your patrons turn your own knowledge against you. Cast your highest-level damaging spell on yourself. The attack cannot miss. | | 3 | The Pantheon withhold their energy donations. Flip a coin when casting a spell to see if it is actually cast. Tails means your spell fizzles out, and the slot is spent. | | 4 | Mental screams from beings in other planes blast you with d4 times your *Charisma modifier* of psychic damage | | 5 | Nightmares of you being tortured endlessly prevent you from taking long rests for two days. | | 6 | You spontaneously catch on fire as a cruel gag from the fiends. | | 7 | You sprout a monsterous tentacle from a random body part. | | 8 | The upset Patrons demand you to complete a different *Major Task* | | 9 | The Patrons decided to make you the slave of another. You are forced to obey a random PC for 24 hours | | 10 | You lose half of your gold through unknown means. | | 11 | Your most-used weapon has turned into an equivalent amount of table salt | | 12 | NPCs have suddenly become uneasy about you, and do not trust you for 24 hours. | | 13 | The patrons enjoy humanities impunity, and wish to see you suffer. You become one size shorter for 24 hours | | 14 | A random piece of worn armor is destroyed as if it had rusted over for centuries. | | 15 | Something fails in your ability to converse. -3 to Charisma skill checks for 24 hours | | 16 | Lust surges in your body and makes you ignore your surroundings. You are *charmed* to the next NPC you meet | | 17 | A wretched stench rises from your pack. All the food you have stored has immediately transformed into worms. | | 18 | For some incomprehensible reason, your body is swapped to another race for 24 hours. | | 19 | The Pantheon are only somewhat upset, thankfully. Complete a *Minor Task* | | 20 | You have been forgiven...for now.|