Otherworldly Patron: The Worm

by Thudnfer

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Otherworldly Patron: The Worm

Through studies or exploration, you made contact with a parasitic being that feeds off of primordial death and darkness. By entering in a pact with this creature, you have become a part of the Worm's hive and are a piece in their aim of endless conquest. You have been designated as a herald of the Worm, and to go against that is to invoke the Worm's wrath.

Expanded Spell List

The Worm 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.

Worm Expanded Spells
Spell Level Spells
1st command, dissonant whispers
2nd blur, levitate
3rd bestow curse, life transference
4th evard's black tentacles, phantasmal killer
5th dominate person, wall of force

Eternal Thrall

Starting at 1st level, you gain proficiency in martial weapons. In addition, you gain chitinous plates along your body. When you are not wearing armour, your AC is equal to 13 + your Dexterity modifier.

Thrall's Fury

Beginning at 1st level, you can rush down those that oppose the Worm. When you reduce a creature to 0 hit points, you can use your reaction to move up to your speed and make a single weapon attack.

Dark Rejuvenation

Starting at 6th level, your wounds leak dark power. If you take damage equal to or higher than twice your warlock level from a single attack, you can use your reaction to regain an expended warlock spell slot.

Ascended Wizard

Starting at 10th level, the darkness you surround yourself in can protect you and help you maneuver yourself. If you are in dim light or darkness, you can use your bonus action to generate a ward of darkness over yourself. The ward has hit points equal to your warlock level if this ability activates while you are in dim light, or twice your warlock level if you are in darkness, has resistance to necrotic damage and vulnerability to radiant damage. If you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has at least 1 hit point, you have a flying speed of 15 feet. If you start a short or long rest with the ward active, it dissipates.

Taken By The Darkness

At 14th level, you become able to infect others with the Worm's influence. You can use your action to touch a creature with a challenge rating equal to or below half your level and force them to make a Charisma saving throw. On a failed save, the creature becomes a distorted, fractured form of its former self. The creature loses the ability to communicate and changes physically in a way that makes them unable to be mistaken for their former selves. The creature follows your most recently given order until it completes the order or until it dies. Once you successfully infect a creature, you can't use this ability again until 7 days have passed.

You can have a number of these creatures equal to your Charisma modifier (a minimum of one), and you can summon one of these creatures to a space adjacent to you as a bonus action.

In addition, your chitinous plates harden and spread across your entire body. When you are not wearing armour, your AC is equal to 15 + your Dexterity modifier.

Art Credit

"Worm God" by Brandon McCamey

Eldritch Invocations

Knight's Strike

Prerequisites: The Worm patron, 7th level

The Worm has given you increased power to deal out the death it feeds on. You can use your action to send a pulse of dark energy along a 5 foot wide line. The line travels for 30 feet along the ground. All creatures in the line's path and within 10 feet of you when you use this ability must make a Strength saving throw, taking 3d8 necrotic damage and 3d8 force damage on a failed save, and half that on a successful save.

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

Ogre's Fury

Prerequisites: The Worm patron, 14th level

If an attack drops you to below half your maximum hit points, you can use your reaction to enter a heightened state of rage. For 1 minute, you have advantage on attack rolls and saving throws while the creature that damaged you is alive, and you gain temporary hit points at the start of your turn equal to your Charisma modifier (a minimum of one).

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