Warlock Patron: The Purple Smoke

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Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. The following option is available to a warlock, in addition to those offered in the Player's Handbook: The Purple Smoke

Portus, The Purple Smoke

Your patron is an ancient evil, a demon named Portus that was supposed to be locked away forever behind a door sealed by the most powerful magic, but through some unknown means, they have escaped. Portus hangs around places with vulnerable people, his favorite stomping grounds being the settlements on the dismal plane of Ooze, more commonly known as Jersey. Portus most commonly manifests as a purple vapor in a white suit, though nobody seems to notice this.

Portus wants to open more doors for people who have no power, all for the simple payment of the soul of the Warlock. Portus is a demon of the people, being one of the few 'good' demons. Most of his Warlocks act in a Chaotic Good or Chaotic Neutral manner, obeying rules of his morality, and not the laws of the land. Following these rules, Portus grants a Warlock some of his 'pizazz', his demonic powers coming from his form, such as his powers of smoke, his debonair charm, and whatever he has leftover from his time in the Abyss.

Portus Expanded Spell List

Portus 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 Burning Hands, Charm Person
2nd Detect Thoughts, Pyrotechnics
3rd Motivational Speech, Stinking Cloud
4th Confusion, Wall Of Fire
5th Cloudkill, Modify Memory

Knock Knock?

At 1st level, you gain an ability made by Portus as a safety mechanism, the ability to call upon his power and unlock any non-magical lock. This happens with an audible "NO!" from the source of the lock, as Portus himself stops whatever he was doing and unlocks the lock for his Warlock. You must have both hands free to activate this ability. You may do this a number of times per day equal to your Charisma modifier. You regain all expended charges of this ability after a short or long rest.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. The following option is available to a warlock, in addition to those offered in the Player's Handbook: Pact of the Stogie.

Pact of the Stogie

You may use your bonus action or reaction to create a lit cigar in your mouth. This cigar has several magical properties to help the Warlock get in and out of certain social situations. You may use your cigar to do one of the following:

  • You can create a cloud of smoke that obscures your face. People will have disadvantage recognizing you.
  • You will always have a second cigar to give to someone, and its just in your pocket. Extending the offer allows you to cast the spell Friends lasting for 1 hour, about the time it takes for them to finish a cigar. You may do this once per short or long rest.
  • You can alter your smoke into any shape, color, and odor you see fit, provided it stays in a 5 foot cube centered around your head.
  • Once per short or long rest, you may cast Fog Cloud without expending a Spell Slot.
  • You can send an ember out of your cigar, casting Light or Dancing Lights without concentration.
  • A small flame appears in your hand for lighting cigars. The flame harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you wish for your cigar to go away, you may dispel it as a Bonus Action.

Smokey Vigor

At 6th level, when you are reduced to 0 HP, instead of falling unconcious, you can instead choose to call upon the power of Portus, who will promptly light a cigar, sending smoke pouring out of your mouth.

At the beginning of your next turn, you become a Smoke Mephit, appearing in a square 5 feet away from your unconscious body of your choice. You maintain your Charisma, Wisdom, and Intelligence scores, but the rest of your stats are that of a Smoke Mephit.

This effect lasts until you are reduced to 0 HP as a Smoke Mephit, your unconscious body is attacked, 1 minute passes, your body is healed, somebody attempts to stabilize your body, or you choose to end the effect.

At the end of this effect, you either begin to make death saving throws, or if you were healed, regain consciousness. You regain this ability at the end of a long rest.

Portus' Cigar Box

At 10th level, you get a gift from Portus occasionally. Every long rest, roll a d20. On a 1-16, nothing happens. But, on a 17-20, a magical cigar will appear near where you were sleeping, containing magical effects. These cigars stay magical for a number of days equal to your Charisma modifier (minimum of 1). Any creature who lights and smokes the cigar, over the course of 2 rounds, not counting lighting it, can benefit from its effects.

  • On a 17, you receive a long cigar with a gold band. When smoked, it generates a cloud of smoke that can be read like the effects of the Augury spell.
  • On an 18, you receive a short, stubby cigar with a baby blue and mint green band. Smoking this cigar allows the smoker to blow a puff of smoke up to 15 feet away at a creature. The creature can make a Dexterity saving throw against the smoker's Constitution modifier + their Proficiency Bonus + 10. On a failed save, the height of the creature is halved. This effect lasts for 1 minute. On a success, the creature keels over and is knocked prone and cannot get up for 1d4+1 rounds.
  • On a 19, you receive a reddish-brown cigar with an orange band complete with a dragon insignia. Upon smoking the cigar, you can hurl motes of flame from your mouth. To attack, make a ranged spell attack against a target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This lasts until the creature takes a long rest.
  • On a 20, you recieve a braided cigar with a red and white striped band. When a creature smokes this cigar, it can choose to switch their health with that of another creature, up to their hit point maximum.

Freedom Rampage

At 14th level, you may use the rage of Portus to free people, use his ever present charm, strike fear into the hearts of others, and other things.

Once per long rest, you may use a bonus action to fly into an altered state. This state lasts an amount of rounds equal to your Warlock Level. During this time, you may use your action to do the following:

Action Description
Rise Up All creatures within 60 feet of you, who are prone, are no longer prone at your discretion.
Freedom All creatures within 30 feet of you, who are grappled, are no longer grappled at your discretion, and all non-magical shackles and other binds fall off at your discretion.
Calming Presence All creatures within 30 feet of you, who are frightened or paralyzed, are no longer frightened or paralyzed at your discretion.
Suave Demeanor A number of creatures within 15 feet of you equaling your spell attack modifier must make a Wisdom saving throw against your Spell Save DC. If they fail, they are Charmed for 1 minute. They know they've been charmed when it wears off.
Wild Card A number of creatures within 15 feet of you equaling your spell attack modifier must make a Wisdom saving throw against your Spell Save DC. If they fail, they are Frightened for 10 minutes. They make another save at the end of each of their turns.
Liquid Smoke Creatures who can see you within 30 feet must make a Constitution saving throw against your Spell Save DC, or be blinded for 1 minute. They make another save at the end of each of their turns.

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

Like Pea Soup

Prerequisite: Portus Patron, Pact of the Stogie Feature

You find that the smoke in your cigar never runs out. You may cast Fog Cloud at will.

Chain Smoker

Prerequisite: Portus Patron, Pact of the Chain Feature

Through careful experimentation, you have brought the smokey body of Portus to your familiar, albeit temporarily. As a bonus action, you may make your familiar smokey, allowing it to squeeze through gaps that are not air tight. This affect lasts for 1 hour. Once you have used this feature, you cannot use it until your next long rest.

Heart Breaker

Prerequisite: Portus Patron, Pact of the Blade Feature

When you attack a creature with your pact weapon that is Charmed by you, they become Stunned for 1 round afterwards.

Protection From Bullies

Prerequisite: Portus Patron, Pact of the Tome Feature

Portus doesn't quite understand things in the way of book learning, but he tries to accomadate. Once per short or long rest, you can cast Shield as a reaction with no Spell Slots.

Four-Eyes

Prerequisite: Portus Patron, Pact of the Tome Feature

You gain a pair of glasses that when worn gives proficiency with Investigation checks and expertise with Perception checks.

Get Outta There

Prerequisite: Portus Patron, 9th Level

For when the cigar hits the fan, and Portus isn't there to look after you. Once per long rest, without expending a Spell Slot, you can cast Far Step. You can also cast Expeditious Retreat at will.

Some Old Friends

Prerequisite: Portus Patron, 7th Level

Portus is still a demon, and he has some connections. Once per long rest, you may cast Summon Lesser Demons for no material components and no Spell Slot.

Are There Bummers Nearby?

Prerequisite: Portus Patron

At will, you can cast Detect Good and Evil, with the somatic component being pointing into the sky, and the verbal component being having to shout, with enthusiasm, "Are there bummers nearby?"

Double Bladed Guillotine

Prerequisite: Portus Patron, Pact of the Blade Feature

Portus allows you to turn your pact weapon into a pair of scissors, usually used for cigars. You may use a bonus action to turn your pact weapon back and forth between weapon and scissors. The scissors can be used, without an attack role or Strength check, to cut any non-magical rope or string. You may also throw the scissors, acting as a thrown dagger and be able to recall it as a bonus action.

Abyssal Shadows

Prerequisite: Portus Patron

Getting out of situations may require a keen ability to not be seen, and you become much better at it in the dark. While in dim light or darkness, you can take the Hide action as a bonus action.

The Nose Knows

Prerequsite: Portus Patron

You can appreciate the smell of a good cigar, and your newfound appreciation has opened up a world of smells. You make Perception checks with advantage when relying on smell.

 

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