Warlock Pact - The Hidden One

by Soulless

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The Hidden One

Born in an infinite moment before Creation amongst the infinite nothingness of the Void, the Hidden One is an all-encompassing alien being with unparalleled and still unlimited power and potential. Such a malevolent being sees mortal kind as cattle ripe for the slaughter and specimens prepared for its next vile experiment. With the promise of power and the use of forbidden blood and psionic magics, the Hidden One ensnares unwitting mortals into its service. Only the truly depraved and those with a hatred for mortals ever seek it out under their own volition.

The Hidden One thirsts for more power and knowledge to fuel its mind and to remake all of Creation in its own image. Using its warlocks as emissaries to spread its influence and to carry out its plots, it rests in the Void, lengthening to coil across the Multiverse and enact its final plan.

Hidden One Features

Warlock Level Features
1st Expanded Spell List, Entropic Lash, Psychic Pulse
6th Reality Tear
10th Alien Manifestations
14th Void and Decay

Expanded Spell List

Spell Level Spells
1st dissonant whispers, inflict wounds
2nd arcanist's magic aura, detect thoughts
3th blink, clairvoyance
4th phantasmal killer, summon aberrant spirit (UA)
5th contagion, geas

Entropic Lash

Starting at 1st level, you gain a measure of control over your opponent’s body and punish them for the harm they deal. Whenever a creature within 30 feet hits you with an attack, you can use your reaction to deal 2d4 necrotic damage to that creature. You can do this a number of times per short rest equal to your Charisma modifier (minimum of 1).

Psychic Pulse

Also at 1st level, your mind begins to grow and change, allowing you to affect others with it. As an action, you can send out a pulse of disruptive psychic energy and force each creature within 5 feet of you to make a Wisdom saving throw against your warlock spell save DC. On a failure, that creature is incapacitated until the end of your next turn.

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

Reality Tear

Starting at 6th level, your psionic power intensifies to affect the very fabric of reality. As an action, you can teleport to any point within 60 feet of you. Any creatures within 15 feet of the point you teleported to must make an Intelligence saving throw against your warlock Spell Save DC. Creatures that fail this saving throw take psychic damage equal to your warlock level, or half on a successful save.

Once you use this feature, you cannot use it again until you have finished a long rest.

Alien Manifestations

Your mind and blood have now taken on a different physiological structure to accommodate your new magic.

Starting at 10th level, you gain immunity to the charmed and frightened conditions and gain resistance to psychic and necrotic damage.

Void and Decay

Your mind has been forever warped into an alien form and your control over blood has strengthened to explosive results.

Starting at 14th level, you can create a temporary rift to the Void at any point within 120 feet of you. This rift covers a 30 foot circle and any creature within this rift must make a Constitution and Intelligence saving throw against your warlock Spell Save DC. Creatures make the Constitution save at disadvantage if they have been a target of your Entropic Lash in the past minute and the Intelligence save at disadvantage if they have been a target of your Psychic Pulse in the past minute. Any targets that fail the Constitution saving throw take 6d10 necrotic damage and are poisoned for 1 minute and any targets that fail the Intelligence saving throw take 6d10 psychic damage and are frightened for 1 minute, taking half damage and not becoming poisoned or frightened on a successful save.

Once you use this feature, you cannot use it again until you finish a long rest.

Pact of the Staff

As an action, you can summon a staff gifted to you by the Hidden One. This staff can take on any form or shape and can be made of any material you wish. This staff can be used as a spell casting focus and can be used in place of spell casting components with a worth up to 100gp.

Select any 3 1st level spells from any spell list that are of the Divination, Enchantment, Evocation, and Illusion schools of magic. These spells count as warlock spells for you and are always prepared. This staff also has the following property:

Blood Casting. Once per short rest, you can cast any of your prepared spells by taking an amount of necrotic damage equal to the twice your warlock level. This damage ignores resistance and immunity and can't be reduced.

Should this staff be lost or destroyed, you can conduct a 1-hour ritual to summon and create a new one. When you create a new staff, the original one disappears. You can transform one magic staff into your pact staff by performing a special ritual while you hold the staff. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the staff, shunting it into an extradimensional space, and it appears whenever you create your pact staff thereafter. You can’t affect an artifact or a sentient staff in this way. The staff ceases being your pact staff if you die, if you perform the 1-hour ritual on a different staff, or if you use a 1-hour ritual to break your bond to it. The staff appears at your feet if it is in the extradimensional space when the bond breaks.

Eldricth Invocations

Alien Focus

Prerequisite: 9th level

Whenever you cast a spell that requires concentration while you're already concentrating on another spell, the first spell that you're concentrating on lasts for an additional 3 turns.

Blood Bolt

Prerequisite: Pact of the Staff

You can choose to deal necrotic damage instead of force damage when you cast eldritch blast while using your staff as the spellcasting focus.

Book of Whispers

Prerequisite: Pact of the Tome

Targets have disadvantage on saving throws against spells on your expanded spell list.

Cold Blood

Prerequisite: Pact of the Chain

Your familiar gains additional hit points equal to your warlock level. Your familiar also gains resistance to cold and necrotic damage.

Enhanced Fortitude

Prerequisite: 7th level

You gain an additional 2 hit points when you level and you can reroll 1's when gaining hit points from rolling hit dice.

Power in Blood

Prerequisite: Pact of the Staff, 5th level

You can cast spells by using your staff's blood casting ability twice per short rest instead of once. This increases to three times at level 10 and four times at level 14.

Vampiric Steel

Prerequisite: Pact of the Blade

Whenever you make an attack with your pact weapon, it deals additional necrotic damage equal to half of your warlock level, rounded up, and you heal for the amount of necrotic damage dealt.

 

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