My Documents
Become a Patron!
## Otherworldy Patron At 1st level, a warlock gains the otherworldy patron feature. The following option is available to a warlock, in addition to those offered in the Player's Handbook. ### The Gravewalker Some entities attain great power by successfully unlocking the secrets of everlasting life, entering in a permanent state between life and death. But your patron is nothing similar to that. Your patron is not even a single entity, it's an amalgamation of all the corruption and unholy energy surrounding death itself. It is the plague that is born from a battlefield littered with corpses, it's the necromantic energy that surrounds sacrilegious rituals to summon the undead. It's the infestation and rot that lies deep within the heart of society. It's the decay that walks among the graves. These energies are powerful enough to eradicate entire civilizations from existence, and you draw but a tiny piece of that power. In exchange, your body becomes the new home for this corruption, that seeks to taint everything in existence. Including you. #### Expanded Spell List The Gravewalker 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. ##### Gravewalker Expanded Spell List | **Spell Level** | Spell | |:---:|:-----------| | 1 | *bane, inflict wounds* | | 2 | *gentle repose, Melf's acid arrow* | | 3 | *bestow curse, stinking cloud* | | 4 | *death ward, phantasmal killer* | | 5 | *contagion, insect plague* | \columnbreak
##### Aura of Desecration Starting at 1st level, as a bonus action, you can create 20-foot radius aura of unholy power. This aura moves with you. When you first create this aura, you can choose one of the following effects. When you first create the Aura, you can choose a number of creatures up to your Charisma modifier (minimum of 1) to be immune to the effects of the aura. * **Grasp of the Afterlife:** Skeletal and rotten hands erupt from the floor, trying to grab everyone that comes near them. The area of the Aura is considered difficult terrain. * **Moaning Wraiths:** Vengeful spirits raise from the ground, frightening everyone who dare step near you. Creatures that start its turn inside the area of your Aura of Desecration must make a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The creature has disadvantage on the saving throw while within the area of your aura. If a creature succeeds on the save, it is immune to the effect of Moaning Wraiths for 1 hour. * **Putrid Miasma:** A sickening, glowing mist invades the area around you. The area of your Aura of Desecration is considered to be lightly obscured, and creatures that start its turn on the area must make a Constitution saving throw against your warlock spell save DC or be poisoned by 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The creature has disadvantage on the saving throw while within the area of your aura. If a creature succeeds on the save, it is immune to the effect of Putrid Miasma for 1 hour. \pagebreakNum
* **Splinters of Bone:** Sharp, broken pieces of bones are spread on the floor. Any creature that is knocked prone of moves at least 5 feet within the area of your aura, takes 1d4 piercing damage for each 5 feet that it moves, or 1d6 piercing damage if it is knocked prone. You can use an action on each of your turns to change the effect of the aura. This aura ends early if you are unconscious, fall to 0 hit points, or end it as a bonus action. While this area is active, you have disadvantage in any Stealth check attempting to hide from undead creatures. \columnbreak ##### Bonethrall Beginning at 6th level, you can attempt to take certain degree of control of an undead creature that is under the influence of your Aura of Desecration. As an action, choose an undead creature that is within the area of your Aura of Desecration. That creature must make a Charisma saving throw against your warlock spell save DC, becoming immune to this effect for 24 hours if they succeed. If it fails, and the creature has an Intelligence of 8 or more, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while this effect last. You can give the controlled creature orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent controlled undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. An intelligent undead can repeat the saving throw at the end of each of its turns. An undead creature which has an Intelligence of 7 or less can only follow basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. It won’t resist suicidal or obviously harmful orders. Any act by you or your allies that threatens the controlled undead (regardless of its Intelligence) ends the effect. Your commands are not telepathic, the undead creature must be able to hear you. This effect last for 1 minute, until you fall unconscious, drop to 0 hit points, or die. Once you use this feature, you can’t use it again until you finish a long rest.
##### Unholy Blood At 10th level, the swarming corruption within you begin to replace your bodily fluids. Whenever a creature hits you with a melee attack while your Aura of Desecration is active, your putrid blood splash on the creature. That creature takes 2d6 necrotic damage, and must make a Constitution saving throw against your warlock spell save DC. On a failure, that creatures suffers the effects of the bane spell, and has disadvantage on saving throws against your warlock spells while within the range of your Aura of Desecration. The creature is no longer affected by this effect if it starts its turn outside of the range of your Aura of Desecration, you fall unconscious or to 0 hit points, or succeeds on a Constitution saving throw at the end of each of its turns. ##### Innards of the Grave When you reach 14th level, your communion with the rot of the world and the infestation inside you begins assuming various functions of your internal organs. You gain the following benefits: * The radius of your Aura of Desecration increases by 20 feet.
\pagebreakNum * You are resistant to necrotic and poison damage, and have advantage on saving throws against poisons and the poisoned condition. * Additionally, you gain a 25% chance to negate the extra damage from critical hits and sneak attacks. #### New Familiar Option You can choose a **crawling claw** as your familiar, as part of the special forms granted by the Pact of the Chain feature. #### New Pact Boon: Pact of the Cauldron You can use your action to create a magical cauldron in front of you. The cauldron disappears if it is more than 5 feet away from you for 1 minute. It also disappears if you use this feature again, if you dismiss the cauldron (no action required), or if you die. The cauldron functions as alchemist’s tools and herbalist’s kit, and you are considered proficient with it. You also need only half the time usually needed to make any kind of potion with it. ### Eldritch Invocations ##### Beast of Ill-Omen *Prerequisite: Pact of the Chain feature* As bonus action, you can imbue your familiar with strange magic, making them the carrier of a terrible curse. Your familiar needs to be within 60 feet of you. The next time your familiar hit with a creature with an attack, the creature must make a Wisdom saving throw against your warlock spell save DC, or be cursed for 1 minute. While cursed in this way, the creature suffers disadvantage on attack rolls and saving throws. A cursed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature has been affected by this curse, whereas it succeeded the save or not, it is immune to it for 24 hours. ##### Bloom Messenger *Prerequisite: 7th level* You can cast *speak with plants* at will, without expending a spell slot. ##### Dark Apothecary *Prerequisite: Pact of the Cauldron feature* Your cauldron also serves as a poisoner’s kit, and you are considered proficient with it. The time you take to make any kind of poison with it is also reduced by half. ##### Gift of the Consumed Ones Whenever you are exposed to an effect that requires you to make a Constitution saving throw, you can attempt to curse a creature you can see within 30 feet as your reaction. The curse creature must also attempt a Constitution saving throw at the same DC as you, suffering the same effects as you on a failure. Regardless of the outcome of the saving throw, the creature can’t be targeted by this curse again for 24 hours. This hex does not function with effects that require additional types of saves. \columnbreak ##### Gift of the Mire Lurkers While traveling through swamps, mires, bogs, and similar terrain, you leave no trail and cannot be tracked. You can walk through mud and even quicksand as if it were normal terrain. ##### Innocence-sense You can sense the presence of children and animal’s offspring, as well as people who never committed a crime. You gain proficiency on Insight checks, and can detect humanoid children and immature animals as you had blindsight up to 30 feet. ##### Maddening Cackle As an action, you can cackle madly. Any creature cursed by a Hex spell, or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen, has the duration of that curse extended by 1 minute. ##### Malediction of the Swine *Prerequisite: 7th level* As an action, you can attempt to curse a creature within 60 feet of you that you can see. The creature must make a Wisdom saving throw against your warlock spell save DC, or be partially transformed into a pig for 1 minute. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape. The affected creature’s hands (or paws) transforms into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers, as well as dropping anything that it previously held in its hands. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Regardless of the outcome of the saving throw, the creature can’t be targeted by this curse again for 24 hours. ##### Marionnettiste Macabre *Prerequisite: 5th level* You can cast *animate dead* using a warlock spell slot. You can’t do so again until you finish a long rest. ##### Putrid Wounds Whenever you deal damage to a creature with an attack, its wounds start to become infected. When below max health, that creature takes an additional 1d4 necrotic damage at the start of each of its turns. The creature can make a Constitution saving throw against your warlock spell save DC, ending the effect on itself on a success. This effect is considered a disease. ##### Resilience of the Ancient *Prerequisite: 5th level* You become immune to diseases. \pagebreakNum ##### Scarring Smite *Prerequisite: 5th level, Pact of the Blade feature* When you hit a creature with your pact weapon, you can curse that creature, marking its body with scars. These scars do not interfere with the target’s senses or prevent it from using abilities, and can be as simple as a single letter on the creature’s forehead or blotchy, burn-like scars on its body. You deal an additional 1d6 damage against a scarred creature with all your attacks. This effect last until the end of your next turn, you fall unconscious, or if someone else mark that creature. You can’t have more than one marked creature this way. If you mark another one, the curse on the previous one disappears. ##### Superior Cauldron *Prerequisite: 9th level, Pact of the Cauldron feature* Any time you finish a long rest, you may pour the potions and poisons you made inside your cauldron, without the risk of mixing them. As a bonus action, you or an ally creature within 5 feet of the cauldron take a sip of the cauldron and benefit from a single potion you previously poured. As a bonus action you or an ally creature my dip a melee weapon or ammunition in the cauldron instead, and coat the weapon or ammunition with a single dose of poison you previously poured in the cauldron. Once a potion or poison is use on this way, it can’t be used again until you poured it again at the end of a long rest. ##### Tongue of the Primordials You can speak all languages.
##### Credits * Homebrew by [u/Reual Nathan Onyrian](https://old.reddit.com/user/ReualNathanOnyrian/ "title") * Graveyard by [Chris Rosewarne](https://www.artstation.com/rosewarne "title") * Mambabarang by [Andrei Pervukhin](https://www.artstation.com/firstear "title") * Witch Cauldron by [Anton Zemskov](https://www.artstation.com/antonz "title") * Nore's Mire by [Jeremy Paillotin](https://www.artstation.com/jeremypaillotin "title")
\columnbreak > ##### The Gravewalker v. 1.2 > **Changelog:** > * Grammar > > * Replaced *animate dead* with *stinking cloud* in the expanded spell list. It was to abusable between short rests. > > * Added a new invocation, **Marionnettiste Macabre**, that let's you cast *animate dead* once between long rests. > * Reworked the **Aura of Desecration** feature at level 1. Now it provides you with crowd control tools, rather than just a flat +1 bonus to DC. > * Reworked and rephrased the **Bonethrall** feature at level 6, to better reflect my intention with it, instead of just copying the 14th level feature of the necromancer wizard. > * Reformated the **Innards of the Grave** feature at level 14, so it's more pleasant visually.