Warlock Patron: The Cabal

by Witchfire

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Warlock Patron: The Cabal

You have made a pact with a cabal: a secret society of creatures working t achieve an otherworldly goal, usually led by an omnipotent leader. Your power comes from the details of your pact, either granted to you by the leader or as the result of your combined powers.

While such societies are rumored to exist, the truth of their existence is only known by their members. It is of no doubt that they inspire rumors, mistrust, and conspiracies. These types of pacts are made to further the cabal's power— whether it's to search for hidden knowledge, manipulate nobility for social control, or bring about the eventual destruction of the world. Your cabal's powers make you a master of misdirection and infiltration, even able to manipulate others with their knowing. As you inherit your cabal's deepest help secrets, you become mystically bound to it by unearthed arcanas.

If your cabal is hierarchical in its leadership, your rank within it is generally correlated to your warlock level. For instance, at 1st level you may be considered an initiate while at 20th level you may be one of its highest ranked members. Generally members of a lower rank will obey you and follow your orders unless they would place them in direct harm or reveal the cabal's existence.

The cabal honoraries table can be used to create an identity for yourself. Alternatively, you may have a general ranking within the cabal's hierarchy, such as "5th degree" or "1st order".

Cabal Honoraries
Warlock Level
Rank
Titles
Up to 4th 5th Apprentice, Convert, Initiate, Disciple, Neophyte
5th to 8th 4th Councilor, Deacon, Magician, Ovate, Priest
9th to 12th 3rd Apostle, Baron, Bishop, Knight, Templar
13th to 16th 2nd Cardinal, Elder, Esquire, Master, Senator
17th to 20th 1st Almighty, Emperor, Grandmaster, Monarch, Overlord, President
Cabal Features
Level
Features
1st Expanded Spell List, A Life of Secrecy,
Bound to the Shadows
6th Conspiracy
10th Existential Emptiness
14th Eye of Power
Pact of the Scribe

While it doesn't require it, the Pact of the Scribe is a great option for this patron.

Expanded Spell List

The cabal 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.

Cabal Spell List
Spell level Spells
1st command, disguise self
2nd detect thoughts, magic mouth
3rd nondetection, sending
4th greater invisibility, locate creature
5th mislead, Rary's telepathic bond

A Life of Secrecy

At 1st level, as part of your pact you swore an oath to uphold your patron's secretive nature. Only you and the DM know the true origin of your warlock powers.

You gain proficiency in the Deception skill, if you don't already have it. When you make a Charisma (Deception) check to lie about your identity (such as details relating to your background or patron), you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Bound to the Shadows

Also at 1st level, you find sanctuary in the shadows, using them to infiltrate before slinking back into obscurity. You can take the Hide action as a bonus action on each of your turns and you only need to be lightly obscured from a creature to hide from it, such as if obscured by dim light.

If you are hidden from a creature when you cast a spell that affects it, your location is not revealed to it unless you hit it with an attack.

Conspiracy

At 6th level, you can utter a bewitching string of words in response to a threat. A nearby creature hears the words in its mind, causing a lapse of misdirection as it finds itself standing where you once were.

As a reaction when you are forced to make a saving throw or become the target of an attack, you select a creature you can see within 20 feet of you, other than the source of the triggering effect. The creature must make a Charisma saving throw against your spell save DC. If it fails, you both instantaneously teleport, swapping places with one another before any effects occur. The creature you swapped with then suffers the triggering effect as if it had been originally standing at its new location. If the effect requires a target, the creature becomes its new target. If it can't be targeted, the attack or effect is wasted on it.

You must choose to use this feature before making your saving throw or learning whether or not the attack hit. You cannot swap with a creature in a response to a save made to end an existing effect.

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

Existential Emptiness

At 10th level you are protected by an otherworldly veil that masks your magical footprint. Divination magic can't track your location and your mind can't be read unless you wish for it to be: any attempt to do so yields unintelligible information. Magic that would reveal whether or not you are lying comes up inconclusive. Furthermore, you can cast your warlock spells without using verbal or somatic components.

Eye of Power

At 14th level, using your bonus action you open your mind to your cabal's secrets, causing a mystical eye to appear on your head. You determine its appearance and whether it's physical or ethereal, but its effects do not change.

The eye remains for one minute or until you dismiss it as an action. It gives you an uncanny sense of your surroundings, appearing in the form of mental visions. Until the effect ends, you have truesight to a range of 120 feet, can't be blinded, and know the location of any creature in the same range— even those you can't see.

As an action, you can end the effect to overload the mind of a creature you detect in range. The target must make an Intelligence saving throw against your spell save DC. On a failed save, it takes 6d10 psychic damage and is stunned until the end of your next turn. On success, it takes half as much damage and is not stunned.

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

Bonus Invocations

These invocations can be taken by any warlock.

Keeper of Ancient Legends

Requirement: 9th level

You can cast legend lore once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Neural Blast

Prerequisite: Eldritch Blast cantrip

When you attack a creature with eldritch blast, you can choose to have it deal psychic damage instead of force damage. If you do, the attack also ignores half cover and three-quarters cover.

Credits

Author and Designer

Alice Witchfire (@alice.witchfire)

Art Credits

Michele Parisi — Oracle priestess
Sean Killion — All Seeing Eye


Version 1.4