Warlock Patron: The Hero v. 1.1

by Gannoh2

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Warlock: The Hero

You have made a pact with a hero of legend. Seeing in you the seeds of greatness, they grant you the power to overcome impossible odds and inspire others to victory. Potential patrons include Artoria Pendragon, Drizzt Do'Urden, and Minsc.

Expanded Spell List

The Hero 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.

Hero Expanded Spell List
Level Spells
1st Heroism, Zephyr Strike
2nd Branding Smite, Enhance Ability
3rd Beacon of Hope, Blinding Smite
4th Freedom of Movement, Staggering Smite
5th Banishing Smite, Destructive Wave

Battle-Ready

At 1st level, your patron tutors you in the art of combat. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Moment of Greatness

Starting at 1st level, you can call upon your patron for inspiration. As a bonus action, you gain the following benefits.

  • You have advantage on all attack rolls and ability checks until the beginning of your next turn.
  • You gain temporary hit points equal to your warlock level + your Charisma modifier for 1 hour.

Once you use this feature, you must wait until you finish a short or long rest to use it again.

Steely Negotiator

At 6th level, your patron teaches you that conflicts are not always won on the battlefield. You gain proficiency in Insight or Persuasion (your choice). If you are already proficient in both, then gain proficiency in any other skill available to warlocks.

You also know the spell Zone of Truth. For you, it is a warlock spell and it doesn't count against the limit on the number of spells you know.

You can cast it once without expending a spell slot. You can't do so again until you finish a short or long rest.

Heroic Endurance

Starting at 10th level, your patron blesses you with remarkable resilience. You have advantage on death saving throws. In addition, when you use Moment of Greatness, you have advantage on saving throws until the beginning of your next turn.

Hour of Triumph

Beginning at 14th level, you can truly invoke your patron and lead your companions to victory. When you use Moment of Greatness, you can choose any number of creatures within 60 feet of you that can see or hear you. Until the beginning of your next turn, they have advantage on attack rolls, ability checks, and saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

New Eldritch Invocations

Heroic Guardian

If you know the Heroism spell, you can cast it as a reaction when you or a creature you can touch takes damage or becomes frightened. The spell takes effect after any damage is resolved.

Shining Servant

When you cast a warlock cantrip or a 1st level warlock spell (even one cast at a higher level), you can change the damage type to radiant damage.

Superb Athleticism

You gain proficiency in Acrobatics and Athletics.

Dawnbringer

Prerequisite: 12th level, Pact of the Blade Feature

When you hit a creature with your pact weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum 1). You can't also benefit from the Lifedrinker invocation.

Hero's Steed

Prerequisite: 5th level

You know the spell Find Steed. For you, it is a warlock spell and it doesn't count against the limit on the number of spells you know.

The summoned creature has additional hit points equal to twice your warlock level.

Hero's Legendary Steed

Prerequisite: 12th level, Hero's Steed

You know the spell Find Greater Steed. For you, it is a warlock spell and it doesn't count against the limit on the number of spells you know.

In addition to the extra hit points from the Hero's Steed invocation, the summoned creature's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you cast Find Greater Steed, you may summon a drake.


Drake

Large dragon, any good


  • Armor Class 12
  • Hit Points 59 (7d10 +21)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 15 (+2) 15 (+2)

  • Saving Throws Dex +2, Wis +4, Cha +4
  • Skills Perception +4
  • Damage Resistances Choose one: acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder (if poison, the drake also has advantage on saving throws against being poisoned)
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages Common, Draconic
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake makes two attacks: one with its bite and one with its claws.

Breath (Recharge 5-6). The drake exhales energy in a line 30 feet long and 5 feet wide. Each creature in that area must make a DC l3 Dexterity saving throw, taking 18 (5d6) damage on a failed save, or half on a success. The damage is the same type that the drake has resistance to. If the damage type is cold, necrotic, poison, radiant, or thunder, the saving throw is Constitution instead.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.

Pact of the Shield

You can use your action to create a pact shield in your empty hand. You can choose the exact form that it takes each time you create it. You are proficient with it while you wield it.

Your pact shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shield (no action required), or if you die.

You can transform one magic shield into your pact shield by performing a special ritual while you hold the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.

New Eldritch Invocations

Improved Pact Shield

Prerequisite: Pact of the Shield feature

You can use any shield you summon with your Pact of the Shield feature as a spellcasting focus for your warlock spells.

In addition, the shield gains a +1 bonus to its AC, unless it is a magic shield that already has a bonus to its AC.

Superior Pact Shield

Prerequisite: 9th level, Pact of the Shield feature

You can use any shield you summon with your Pact of the Shield feature as a spellcasting focus for your warlock spells.

In addition, your pact shield gains a +2 bonus to its AC, unless it is a magic shield that already has a bonus to its AC.

Ultimate Pact Shield

Prerequisite: 15th level, Pact of the Shield feature

You can use any shield you summon with your Pact of the Shield feature as a spellcasting focus for your warlock spells.

In addition, your pact shield gains a +3 bonus to its AC, unless it is a magic shield that already has a bonus to its AC.

Shield Bash

Prerequisite: 5th level, Pact of the Shield feature

You can use your pact shield as a martial melee weapon. It deals 1 point of bludgeoning damage. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

If you have the ability to add your Charisma modifier to a weapon's attack and damage, you may also do so with your pact shield.

If the shield has a magic bonus to its AC, it gets an equal bonus to its attack and damage rolls.

When you take the Attack action on your turn, you can perform a shield attack in addition to your normal attack.

Shield Toss

Prerequisite: 7th level, Shield Bash

As an action, you can hurl your pact shield like a boomerang. Make a ranged weapon attack against up to two targets you can see within 30 feet of you. If it hits, it deals 3d4 + the appropriate ability modifier bludgeoning damage. If you roll a 19 or 20 on the d20 for an attack with this invocation and the target is size Large or smaller, it must succeed on a Strength saving throw against your spell DC or be knocked prone.

The shield returns to your grip after you throw it. At 11th level and 17th level, you can target an additional creature with this feature.

Bastion

Prerequisite: 12th level, Pact of the Shield

When you would be knocked prone and/or moved against your will, you can choose not to be. Once you use this invocation, you must finish a short or long rest to use it again.

Bulwark

Prerequisite: 15th level, Pact of the Shield

As a reaction when you or an ally within 10 feet of you is attacked or forced to make a Dexterity or Constitution saving throw for half or no damage, you can project a broad shield. Until the end of your next turn, you and your allies receive a +2 bonus on such saving throws and to AC as long as they remain within 10 feet of you. Once you use this invocation, you must finish a short or long rest to use it again.

Pact of the Shield Descriptions

Archfey

These lovely wooden bucklers are often covered in vines or leaves that change with the seasons. They might feature an ever-blooming flower in the center.

Celestial

These beautiful shields are usually made of precious metal or stone such as marble. They generally bear glowing Celestial runes that ward the wielder.

Fathomless

Always dripping wet, these shields could be constructed from pure elemental water held together as a solidified whirlpool. They might also feature tentacles or crustacean-like elements.

Fiend

These shields vary as much in their appearance as their creators do in their depravity. For example, warlocks with Baphomet as their master carry shields carved of horn and fur, while those devoted to Asmodeus have designs subtle and cunning that hint at their maker's vast power.

Genie

These opulent shields are designed to show off the patron's incalculable wealth.

Great Old One

These shields might be covered in inscrutable, ever-shifting runes, show a panorama of stars or the Far Realm, or be a literal eye of your patron, watching everything you do.

Hero

These shields bear designs closely related to the patron's life as a mortal. For example, warlocks with Minsc as their patron have shields prominently featuring Boo.

Hexblade

These massive shields are angular, metal, and menacing.

Raven Queen

These bucklers seem to be constructed from nothing but dark feathers.

Seeker

These plain but well-made shields always come with some helpful device attached, perhaps an in-built compass.

Undead

These gruesome bulwarks are carved from undead flesh and bone.

Undying

These ancient-looking shields are decorated in imagery of death.

Art Credit: Saber by wlop, Dragon Knight by Oliver Liu, Shield of Faith by Steve Goad, Hylian Shield by Nintendo
 

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