The Remnant
The world is old, its secrets older, and there are few things left truly hidden, pure, unclaimed. You thought you had found one such source, some primal energy left untouched till now, or abandoned for so long that it would surely belong to you alone. You were wrong. For the world is old, its secrets older, and history has a will not to be forgotten.
Your patron is a power older than you can fathom, viewing the world through you for the first time. It is a depth you can't pierce, a well of feeling containing only what you provide. It whispers from some far off point inside you, disparate and always in your ear. Desperate to know, to be known, to be remembered, to help you be remembered. Desperate.
Expanded Spell List
The Remnant 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.
Remnant Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | guiding star*, identify |
| 2nd | augury, knock |
| 3rd | clairvoyance, daylight |
| 4th | divination, thunderlance* |
| 5th | commune, Rary's telepathic bond |
| * Described at the end of this document |
The Shape Of What Was
Starting at 1st level, you learn the dancing lights cantrip. It counts as a warlock cantrip for you, and doesn't count against your number of cantrips known. The spell doesn't require components or concentration and ends only if you cast it again, dismiss it as an action, fall unconscious, or if all lights exceed its range.
Additionally, when all four lights are combined into a humanoid form, you are able to see, hear, and speak from the square the light is in. This doesn't interfere with your own senses or ability to speak, but neither allows you to target creatures with spells or actions that require direct line of sight.
Reach Out
At 6th level, you know how to bide your time when it comes to protecting your friends. When casting dancing lights you can choose to have the four lights hover above and move with up to four creatures within 120 feet. After casting, these lights can move any distance apart from you or each other without ending the spell. When one of the creatures you can see takes damage, you can use your reaction to end the spell, the lights moving over the creatures as a scintillating cloak granting them temporary hit points equal to your warlock level + your Charisma modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Time Enough
With 10th level, you've become accustomed to waiting out the slow passage of time, and you have resistance to psychic damage. When you sleep, you can choose to continue sleeping for any length of time, during which you are sustained by your patron and cease to age.
In addition, as long as you are above 0 hit points, you can cast and control dancing lights as normal while sleeping or under the effect of any condition that would incapacitate you, are able to sense and speak through the spell as described in The Shape Of What Was, and once on each of your turns you can combine and move the lights up to 60 feet to a new spot within range while you are incapacitated (no action required). If you fall to 0 hit points, you can no longer cast dancing lights, but can otherwise control it. You can dismiss the cantrip when making your death saving throw to automatically succeed on that roll.
An Eye For All Horizons
At 14th level, your practice in perception reaches its apex. As a bonus action, light emits from every point in a 120-foot-radius sphere centered on you for 1 minute. The sphere is bright light and sheds dim light for an additional 120 feet. The light is sunlight. While the light persists you have truesight out to 120 feet and are considered to have line of sight and ignore cover for any square in the sphere.
Once you use this feature, you can't use it again until you finish a long rest.
The Remnant v1.0, 11/16/20 | an /u/aughts thing
With help from /u/BladeBotEU and /u/AliceTheAlhoon
New spells adapted from spells of the same name in Dragon #340 and Spell Compendium
Document design structure shamelessly stolen from /u/PeanutJayGee
Quirks
Remnants are shredded, worn down, eroded enough to lose all of what they once might have been. They're hungry for experiences of any sort, and their warlocks may see them as anything from clinging newborns to driving taskmasters. The relationship between a Remnant and a warlock is often distractingly close, and the emotions of the Remnant may sometimes imprint on or over that of the warlock. These quirks are provided for your use or to inspire you to create your own.
Remnant Warlock Quirks
| d8 | Quirks |
|---|---|
| 1 | You have been mistaken for dead more than once when lost in reminiscence of a good memory. |
| 2 | You engage fully with interruptions, ignoring whatever you were doing before. |
| 3 | Dust collects startlingly quickly on you. |
| 4 | You can be caught idly chatting with one of your dancing lights. |
| 5 | You're always looking around, but rarely paying attention to what others might want you to see. |
| 6 | You sometimes shiver, regardless of the temperature. |
| 7 | Sometimes you try to read two books at once. Sometimes seven. |
| 8 | You are offended by the idea of locks. |
Your Pact Boon
The following are suggestions for the appearance and style of your pact boon as a warlock of the Remnant.
Pact of the Chain. A Remnant prefers those familiars that are best fitted to sate its curiosity, hardy or foolhardy enough to survive venturing into the unknown. Dusk motes are perfect encapsulations of those two traits.
Pact of the Blade. Your pact weapon might be forged in a ancient pattern, edges notched and surfaces pitted; or any available surface may be inscribed with words in languages so old even the magic of the weave can't translate them.
Pact of the Tome. Your Book of Shadows could contain studies on the aspects of time or candid conversations with oneself; or it may simply be blank, waiting patiently for you to fill it.
Pact of the Talisman. A suitable talisman may hold a cabochon containing only a single inner flaw, light glinting from it; or a cameo of a figure with all discerning qualities worn away.
Pact of the Chain Familiar
The following familiar is provided as an additional choice for warlocks who have chosen the Pact of the Chain.
Dusk Mote
Dusk motes spin up in the roiling froth where the Positive and Negative Planes meet. They know only noise and unbridled energy in a constant push and pull. But, sometimes, they slip and find themselves, and find themselves on the material plane, somewhere between the point where the sun has gone and the night has yet to arrive.
Much like the breakers from which they come, these little packages of potential love to engage with others of their kind. Enough gathered together have been known to keep nights at bay for many hours, bathing plains and mountain faces in false daylight.
Dusk Mote
Small elemental, neutral
- Armor Class 13
- Hit Points 14 (4d4 + 4)
- Speed fly 40 ft. (hover)
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 18 (+4)
- Damage Immunities force, necrotic, psychic, radiant
- Condition Immunities exhaustion, frightened, petrified, poisoned, prone, stunned
- Senses passive Perception 10
- Languages Understands those known by its master, but can’t speak or write
- Challenge 1 (200 XP)
Twilight. The mote emits bright light in a 5-foot radius and dim light in another 5-foot radius beyond that. The radius of light is doubled for each other dusk mote within 60 feet. This light can't be suppressed by an area of darkness created by a spell of a level equal to 1 + the number of motes in the area.
Actions
Attraction. The mote attempts to catch a creature's eye. One target within 120 ft. that can see it must make a DC 18 Wisdom saving throw or have their passive Perception halved and be unable to move away from the mote until the end of their next turn. Creatures that can't be charmed are immune to this effect.
Inner Light. Melee Spell Attack: +6 to attack, reach 5 ft., one target. Hit: 6 (1d4+4) force damage and the target must make a DC 15 Constitution saving throw or be poisoned until the end of their next turn. Creatures under a constant magical force effect such as mage armor or shield are immune to this attack.
Eldritch Invocations
All Paths Lead Me To You
Prerequisites: The Remnant patron, Pact of the Talisman
As part of a long or short rest, you can focus on your talisman and imprint an image of yourself and a number of willing creatures you can see up to your proficiency bonus onto its surface. Doing this again during a later long or short rest will replace the last imprinting.
The wearer of your talisman can cast guiding star, without using a spell slot and with an indefinite duration. When cast in this way, the spell can't be commanded to lead to a location, only to a creature whose image is imprinted on the surface of the talisman and is on the same plane of existence.
Lights In The Sky
Prerequisites: The Remnant patron, Pact of the Chain
If you have a dusk mote as your familiar, you can use your bonus action to summon another dusk mote in the same space as your familiar. The mote shares an initiative and moves with your familiar. It doesn't have hit points or actions of its own, but gives your familiar 4d4 temporary hit points, and disappears after 10 minutes or if your familiar has no temporary hit points remaining. While you control more than one dusk mote your familiar gains the following action:
- Flare. The dusk motes surge and crash through an adjacent creature, which must make a DC 16 Dexterity saving throw. If they fail, they are poisoned until the end of their next turn and take 10 (4d4) force damage, and 1 additional force damage for each dusk mote in the attack. If they succeed, they take half damage.
You can summon a number of dusk motes equal to your Charisma modifier (minimum of 1). You regain all uses of this invocation when you finish a long rest.
No Walls Are Permanent
Prerequisites: 11th level, The Remnant patron, Pact of the Tome
You can cast dispel magic once, without expending a spell slot, at a spell level equal to your highest Mystic Arcanum. You can't do so again until you finish a long rest.
Will You Think Of Me
Prerequisites: The Remnant patron, Pact of the Blade
When you strike a creature with your pact weapon, you can choose to forgo damage and instead place a connecting memory inside both your and the creature's head of this moment. For the next 24 hours you each know where the other is, as long as you are both on the same plane of existence. A remove curse or greater restoration spell cast on either of you removes the connection, ending its effect.
Once you use this invocation, you can’t do so again until you finish a long rest.
New Spells
Guiding Star
1st-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 10 minutes
This spell calls an insubstantial mote of starlight, which descends from the sky and orbits around your head. Until the spell ends, the star sheds bright light in a 5-foot radius and dim light for an additional 5 feet, and can be commanded to lead you toward any place you've previously visited on the same plane of existence. Once ordered to find a location, it stops orbiting and points like a compass in the direction of the location named, with no regard for possible obstructions.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration extends to 1 hour. When you cast this spell using a 5th-level spell slot or higher, the duration extends to 8 hours.
Thunderlance
4th-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a small metal spear)
- Duration: Concentration, up to 1 minute
A faint gray shimmering force in the general shape of a staff or spear springs from your hand. This weapon lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d8 force damage on a hit and has the reach and thrown properties (range 20/60). In addition, when you use the weapon to attack a target that has a constant magical force effect of 3rd level or lower (such as mage armor or shield), the effect may be negated. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the lance to reappear in your hand.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the damage increases by 1d8 for each slot level above 4th.
Expanded Spell Lists
Guiding Star is available to druids, sorcerers, and wizards; Thunderlance to sorcerers and wizards.
A primal power waits...