The Conquering Host - Otherworldly Patron v1

by Rain-Junkie

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The Conquering Host

You've made a pact with a formidable, warlike entity that will stop at nothing to see their enemies kneel before them. With prodigious skill at arms and leadership, this creature has imbued with you with a fraction of its knowledge to serve as vanguard of its ultimate goal; whether this campaign is benevolent, tyrannical or ruinous depends on the disposition of your patron. As variable as the planes themselves, they can hail from anywhere on the Great Wheel, including the Material Plane. Beings of this sort include Nomog-Geaya, hobgoblin demigod of leadership and tyranny; Zariel, Archdevil and Lord of the First; Raziel the Crusader, of the Celestial Hebdomad; Vlaakith, Lich-Queen of the Githyanki; Bael, the Bronze General; Baltazo, the Seeping Sovreign; as well as particularly mighty spirits of Ysgard, the plane of heroes.

Expanded Spell List

The Conquering Host 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.

Conquering Host Expanded Spells
Spell Level Spells
1st compelled duel, heroism
2nd enlarge/reduce, magic weapon
3rd beacon of hope, crusader's mantle
4th duress, phantasmal killer
5th hallow, steel wind strike

Drums of War

Starting at 1st level, your magic allows you to inspire another creature to battle. After expending a warlock spell slot on your turn, you can choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one melee weapon attack.

War Lore

Also at 1st level, whenever you make an Intelligence (History) check related to a past battle, war, or skirmish, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Valiant Command

Starting at 6th level, your voice cuts through the battlefield, allowing you to bolster your allies in a moment. When you choose a creature that can see or hear you as part of your Drums of War feature, you can grant it one of the following additional benefits:

Break their Ranks. If the creature's attack hits, it deals additional damage equal to 1d6 + half your warlock level. This damage is of the same type of the weapon used to make the attack.

Hold the Line. The creature gains temporary hit points equal to 1d6 + half your warlock level, which last until the end of your next turn.

Redress Formation. The creature can move up to half its speed immediately before or after it makes its attack. This movement doesn't provoke opportunity attacks.


Rally to Battle

Starting at 10th level, you're able to rally your allies, preparing them for the dangers of battle. When you roll initiative, you can grant yourself and a number of creatures within 30 feet of you temporary hit points equal to your Charisma modifier + half your warlock level. Additionally, the first attack they make during the first round of combat has advantage.

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

Roar of Conquest

At 14th level, you can let loose a vicious roar, calling for the blood of your foes.

As an action on its turn, you can unleash this roar. Any number of creatures of your choice within 30 feet of you must make a Wisdom saving throw against your warlock spell save DC. On a failed save, creatures are frightened of you for 1 minute. While frightened of you this way, a creature's speed becomes 0. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Once you have used this ability, you can't do so again until you finish a long rest.



Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook, that are designed for the Conquering Host patron.

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

Art of War

Prerequisite: The Conquering Host patron, Pact of the Tome feature


Your tome of shadows grants you proficiency in smith's tools and two other artisan tools of your choice. You gain a bonus to any check you make with these tools, which is equal to your Charisma modifier. When you finish a long rest, you can replace one of the two artisan tool proficiencies gained by this invocation with any other artisan tool of your choice.

Additionally, you learn the identify spell, and can cast it as a ritual. When you cast the spell on a weapon or piece of armour, you also learn when that item was created, and who its last wielder was.

Battlefront Training

Prerequisite: The Conquering Host Patron, Pact of the Blade feature


Your power granted to you by your patron bolsters your resolve. You gain proficiency with medium armour and can use your Strength modifier, rather than your Dexterity modifier, to determine your AC while wearing armour.

Additionally, when you are hit by an attack while you're holding a spellcasting focus, you can use your reaction to cast the shield spell. Once you do so, you can't do so again until you finish a short or long rest.

Beat Down

Prerequisite: The Conquering Host Patron


Your ranged attacks don't suffer disadvantage if the target of the attack is prone. Additionally, the first time you hit a prone creature with an attack on your turn, you deal additional damage equal to your Charisma modifier, and that creature's movement speed is reduced by 10 feet until the start of your next turn.

Bloodied Blade

Prerequisite: The Conquering Host Patron, Pact of the Chain feature


When you summon your familiar, you can have it appear as a flying sword (found on page 20 of the Monster Manual). If your familiar is a flying sword while it's within 60 feet of you, its attack rolls have advantage, and when you cast a warlock spell of 1st-level or higher on your turn, you can command your familiar to make an attack as a reaction.


Siege Commander

Prerequisite: 5th level, the Conquering Host Patron


You gain a bonus to attack rolls you make with siege weapons. This bonus is equal to your Charisma modifier.

Additionally, you can expend a warlock spell slot as an action on your turn and touch a siege weapon within 5 feet of you. You can load, aim, and fire that siege weapon as part of that action, and it deals an additional 1d6 force damage for each level of the spell slot you expended.

Weapons of War

Prerequisite: 3rd level, the Conquering Host Patron


You can cast spiritual weapon once using a warlock spell slot. You can't do so again until you finish a long rest.

Additional Spell

The following spell is an additional spell for the The Conquering Host Otherworldly Patron, and is part of their Expanded Spells list.

Duress

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You fill a creature within range with an insane desire to succeed, forcing it to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage whenever it misses an attack or fails a saving throw. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.


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