The Fabled Spirit

Search GM Binder

The Fabled Spirit

From one generation to another, stories and myths had been passed down. Each iteration twisted and blurred to the point its truth had been long forgotten, but not for you. You have discovered passages that depicted the ancient tale in all its righteous glory, or you've encountered a relic that was once a piece of an epic legend, and through your powers as a warlock, have forged a contract with the entity that lived through these tales and through the power given, the opportunity to tell.

Expanded Spell List

The Fabled Spirit 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 False Life, Heroism
2nd Enhance Ability, Spiritual Weapon
3rd Phantom Steed, Spirit Guardians
4th Guardian of Faith, Mordenkainen's Private Sanctum
5th Dominate Person, Modify Memory

Telltale

Beginning at 1st level, your patron grants you the ability to perceive through lies and find the gaps in someone's tale. You know the cantrip Guidance and it doesn't count against your known cantrips.

In addition, you gain proficiency in Wisdom (Insight) and if you are already proficient, you double your proficiency bonus to any checks made with this ability.

Story Time

Starting at 6th level, your patron bestows their firsthand experience and knowledge unto you, as if you're relieving their life. Whenever you finish a long rest, you can choose up to three combination of any skill, weapon or tool and gain proficiency with them until the end of your next long rest.

Legacy of the Party

At 10th level, your story cannot tell itself without the help with of your party and your patron is more than willing to aid them. Whenever you cast a warlock spell, choose any number of friendly creatures that you can see and they gain a number of temporary hit points equal to twice your warlock level until the end of your next turn.

Legends Untold

Starting at 14th level, many stories are made due to the epic exploits that echoes throughout time and your patron can exactly give you the chance. At the start of your turn, you can choose to have advantage on any rolls you make until the end of your turn (no action required).

Once you use this feature, you cannot use it again until a number of days has passed. The number is equal for each advantage you choose to gain through this feature.

Eldritch Invocations

Imaginary Weapon

Prerequisite: The Fabled Spirit Patron, Pact of the Blade feature


Whenever you manifest a pact weapon, you can add one of the following properties:

  • Finesse. If the weapon has the Versatile or Heavy property, adding this property will remove the versatile or heavy properties and you use the lower damage die of the weapon.
  • Reach. Cannot be applied on a weapon that already has the Reach property.
  • Light. If the weapon has the Heavy property, adding the this property will remove both light and heavy properties from the weapon.
  • Two-Handed. Increases the damage die by one (d4 to d6) and so on. If the weapon has the Versatile property, adding this property will remove the versatile property and you use the higher damage die of the weapon.
  • Thrown (20/60). If the weapon has the Thrown property, you further increase the range by 10/30.

Hidden Chapter

Prerequisite: The Fabled Spirit Patron, Pact of the Tome feature


As a bonus action, you can sacrifice your Book of Shadows to gain a spell slot, temporarily losing it. You can't do so again until you finish a long rest.

Fated Companion

Prerequisite: The Fabled Spirit Patron, Pact of the Chain feature


Any attacks made by your familiar gains a bonus to its attack and damage rolls. The bonus is equal to your Charisma modifier (minimum of 1).

Role Switch

Prerequisite: The Fabled Spirit Patron, 5th level, Eldritch Blast cantrip


You can sacrifice a beam from your Eldritch Blast to change the damage type dealt by the remaining beams to one of the following: acid, cold, fire, lightning, necrotic, poison, radiant or thunder.

Side Quest

Prerequisite: The Fabled Spirit Patron, 7th level


When you are reduced to 0 hit points and knocked unconscious, you can instead expend a spell slot and regain hit points equal to twice the spell slot's levels.

Scenic Play

Prerequisite: The Fabled Spirit Patron, 12th level


You can cast Hallucinatory Terrain at will without expending a spell slot or material components. You can't do so again until you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.