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# Warlock Patron: The Director An entity long forgotten to even The Astral Sea, The Director finds amusement not in altering the cosmos or vowing revenge over eons, but enjoys the story that unfolds between the denizens of the lower planes. You were a nobody, someone doomed to be forgotten to history, but no more. Now, you have a role to fill. Let's hope your performance is entertaining... ### Expanded Spell List The Director 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 | Silent Image, Detect Evil and Good| | 2nd | Calm Emotions, Silence | | 3rd | Phantom Steed, Leomund's Tiny Hut | | 4th | Compulsion, Confusion | | 5th | Contact Other Plane, Dominate Person | ### Man of Many Faces Starting at 1st level your patron has blessed you with 3 masks, each with their own roles and abilities: *The Soldier, The Poet, and The King*. At the end of a long rest you may don a mask, or swap to another mask. These masks can not be removed from your face by any means, however it is up to the player whether or not they are visible. In addition, you gain proficiency in Charisma (Performance) and you learn *Disguise Self*. This does not count to your total Warlock spells known. **The Soldier**: You've taken up the role as a soldier in this play, performing on the front lines. While you are The Soldier, you know the cantrip *Blade Ward* and can cast it as a bonus action a number of times equal to your Charisma modifier (minimum 1) per long rest. In addition, you can cast *Compelled Duel* as a 1st level spell, without expending a spell slot, once per long rest. **The Poet**: You've taken up the role as a poet in this play, your weapon are your words. While you are The Poet, you know the cantrip *Vicious mockery* and can apply your Invocations that affect *Eldritch Blast* to it if mechanically possible. In addition, you can cast *Dissonant Whispers* as a 1st level spell, without expending a spell slot, once per long rest. **The King**: You've take up the role as a king in this play, your commands are true. While you are The King, you know the cantrip *Friends*, and you can have the creature not realize it was charmed by you a number of times equal to your Charisma modifier (minimum 1) per long rest. In addition, you can cast *Command* as a 1st level spell, without expending a spell slot, once per long rest. \columnbreak ### Center Stage The Director enjoys your development, both character and power wise. Starting at 6th level, your Man of Many Faces features receive additional benefits: **The Soldier's Rally**: As an action you rally not only yourself, but your allies in battle. Choose a number of friendly creatures up to your Charisma modifier (minimum 1). They each gain temporary hit points equal to your Charisma modifier (minimum 1), and have advantage on saving throws against being frightened for 1 minute, or until they loose the temporary hit points gained in this feature. Once you use this feature, you can't use it again until you finish a long rest. **The Poet's Quip**: As an action you drop befuddling thought puzzles to those who listen. Choose a number of creatures up to your Charisma modifier (minimum 1) within 30ft. These creatures must succeed on a Wisdom Saving Throw or become Incapacitated for a number of rounds equal to your Proficiency modifier. At the end of each of their turns, the creature can make another Wisdom Saving throw. On a success, the effect ends on the creature. A deafened creature automatically succeeds on the save. Once you use this feature, you can't use it again until you finish a long rest. **The King's Guard**: You establish a guard to defend you. You choose one willing creature at the end of a long rest to be designated as your guard. While your guard is within 30 feet of you they may use their reaction when you are subjected to damage to absorb half the total damage dealt to you. ### Plot Twist Starting at 10th level, you've learned your patron enjoys a good shake up to the play you're in. If you are reduced to 0 hit points, but not killed immediately outright, you can instead choose to fall to 1 hit point and swap your mask as a reaction. Otherwise you may swap your mask as an action. You also gain an additional use of Center Stage when you use Plot Twist. You may only use Plot Twist once per long rest.
\pagebreak ### Dramaturgy Starting at 14th level, you have learned that a good performance requires a stage. As a reaction to combat starting, you superimpose a massive illusory stage over the battlefield. This stage can not have hazards that directly harm any creature, or obscure obvious traps such as holes or spikes. The stage has an additional effect depending on which role you're taking, and changes if you change roles. Dramaturgy lasts for 1 minute, or until you are reduced to 0 hit points, at which point the stage vanishes. **The Soldier's Battalion**: The stage becomes a massive battlefield, with fallen soldiers and destruction around. Whenever a hostile creature is subject to an attack roll or saving throw, you can use your reaction to have a fallen soldier raise up and grab the targeted creature. The target must make a Strength Saving Throw or become Restrained, giving the incoming attack advantage or their Dexterity Saving Throw disadvantage. At the end of the attack the fallen soldier releases the target. **The Poet's Audience**: The stage becomes a massive auditorium, with a spectral audience observing high above the stage ground. Whenever a creature fails an ability check, saving throw, or attack roll, you can use your reaction to have the crowd laugh at their failure. The creature must make a Wisdom Saving Throw or take 4d10 psychic damage, half as much on success. **The King's Sacrifice**: The stage becomes a massive throne room, with grand columns and pillars of you and your party engraved throughout the scene. As a bonus action you can sacrifice up to half your maximum hit points and redistribute the pool as healing to any number of friendly creatures within 60ft of you. The King's guard can choose to redirect half the damage The King would have taken to himself. You can only use the stage features 3 times in total during the Dramaturgy, swapping masks does not reset the amount of uses. You can only use Dramaturgy once per long rest \columnbreak
\pagebreak ## The Director Invocations No two actors should be the same, and The Director has provided some extra benefits to aid character development. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites. A level prerequisite refers to your level in this class. #### Skilled Performer *Prerequisites: The Director Patron* You gain proficiency in a skill according to the role you are taking. **The Soldier**: Proficiency in Strength (Athletics) **The Poet**: Proficiency in Charisma (Deception) **The King**: Proficiency in Wisdom (Insight) #### Smoke Break *Prerequisites: The Director Patron, 5th Level* You can cast *Catnap (XGtE)* once using a warlock spell slot. You can't do so again until you finish a long rest. #### Stick to the Script *Prerequisites: The Director Patron, 9th Level* You can cast *Geas* once using a warlock spell slot. You can't do so again until you finish a long rest. #### Director's Input *Prerequisites: Contact Other Plane spell* Once per long rest, when you cast the *Contact Other Plane* spell, you do not suffer from insanity on a failed saving throw.
##### Credits for The Director [aoki-b - "ドラマツルギー"](https://aoki-b.tumblr.com/post/166768737346/%E3%83%89%E3%83%A9%E3%83%9E%E3%83%84%E3%83%AB%E3%82%AE%E3%83%BC) [BlueberryAmi - "Dramaturgy"](https://www.deviantart.com/blueberryami) [E ve - Dramaturgy - Eve MV"](https://www.youtube.com/channel/UCUXfRsEIJ9xO1DT7TbEWksw) The Oh Hellos: Soldier, Poet, King
\pagebreak # Warlock Patron: The Pawnbroker v 1.3 A pawnbroker is a traveller, a being who walks the line between planes, peddling services. They have an expansive network of shady contacts who can hook you up with anything... for a price. However, mere pieces of silver and gold will not do. You have to pay in drachma: the soul-forged currency of the gods. Whatever your patron wants, they understand that money is as powerful a force as magic, and they are willing to use their contacts and powers to help you, as long as they get their cut. ### Expanded Spell List The Pawnbroker 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 | Alarm, Identify| | 2nd | Augury, Locate Object | | 3rd | Create Food and Water, Leomund's Tiny Hut | | 4th | Fabricate, Leomund's Secret Chest | | 5th | Contact Other Plane, Greater Restoration | ### Interplanar Trader Starting at 1st level, you may access the services of creatures from all of existence. Whenever a creature dies, you gain drachma equal to the challenge rating of a creature that you dealt a significant amount of damage to (at DM's discretion). If the creature's challenge rating is below 1, it's up to the DM to decide whether a drachma has been earned. Drachma are large bronze-looking coins that are stored in a demiplane that can only be accessed by you and your patron. Whenever you use a feature that spends drachma, they automatically disappear from the demiplane. Your drachma demiplane can only store drachma up to 4x your Warlock level. Any excess drachma is lost. Whenever you cast a spell, you may spend drachma equal to 3x the level you cast the spell without using up Spell Slots. ### Mammon's Exchange Starting at 1st level, you may convert any mortal currency into its equivalent value in a different coin (e.g. 10sp to 1gp) or into a different mortal currency. You also have advantage on Charisma (Persuasion) checks to negotiate prices. At 6th level as a bonus action you can rip out your own soul to gain drachma equal or up to your Warlock Level. At 10th level you can withdraw up to 2x your Warlock Level. Until you return the amount of drachma withdrawn from your soul, you can not gain the benefits of a long rest. \columnbreak ### Corrupting Contract Starting at 6th level, you have gained enough clout for lesser beings from the lower planes to work for you. You pay drachma for one of the following effects to occur: **Confuse** (Bonus Action, 5 Drachma) A horror only visible to you and the target appears out of a dimensional portal to distract your foes. A creature of your choice within 60ft must succeed on a DC 14 Wisdom saving throw or have disadvantage on all checks until the end of your next turn. You may spend additional drachma to increase the DC by 1 per drachma. **Grapple** (Action, 7 drachma) An arm appears out of a dimensional portal to grapple your foes up to a size larger than you. The marked creature must succeed on a grapple check equal to your spell save DC or become grappled. The target may repeat the check to break free on their next turn. **Attack** (Action, 7 drachma) A sword appears out of a dimensional portal to strike your foes. You summon a longsword within 60ft of you that lasts one minute. You can use a bonus action to move the longsword up to 20ft and to attack, using your Charisma modifier as the attack modifier and dealing 2d8 damage + your Charisma modifier. This damage upgrades to 2d10 at 10th level, 2d12 at 14th level and 3d12 at 18th level. You can only have one of these active at any given time. You can use one of Corrupting Contract's features for free once per long rest. Afterwards you can pay to this feature an amount of times equal to your Charisma modifier between each long rest. ### Purchased Prayers Starting at 10th level, you've gained the attention of beings from the upper planes who may aid you. Once per short or long rest, you may use an action to heal your allies. Pay drachma up to a maximum of your Warlock level to heal up to two creatures within 30ft of you. The amount of healing is equal to a number of d10s per drachma paid. This healing can be split in any proportion between those healed. You can use Purchased Prayers for free once per long rest, however the amount of d10s is equal to half your Warlock level. You can not pay to increase free healing.
\pagebreak ### Established Contacts Starting at 14th level, you have earned the attention of some greater beings from the outer planes. However, the planes don't approve of trading to both the upper and lower planes. Your dealings with the lesser beings can go unnoticed, but you can't deal with leadership of both sides. When you gain this ability, you must pick between a Blessing of Light or a Blessing of Darkness, as a token of one side's favour. ***Blessing of Light*** Your connection to the light supports and invigorates your allies. When you use your Purchased Prayers feature, anyone affected by it gains temporary hit points equal to your Warlock level, gains a +10ft bonus to their speed until the end of their next turn, and advantage to all attacks until the end of their next turn. ***Blessing of Darkness*** Your connection to darkness weakens and harms your foes. When you use your Corrupting Contract feature, mark a creature. For 1 minute, that creature has disadvantage on saving throws caused by your Corrupting Contract feature and loses any resistance or immunity to damage caused by your Corrupting Contract feature.
##### Optional Drachma Wallet Rule If having a capacity of 4x your Warlock Level for drachma storage is too limiting, your DM can lift that rule to make your drachma storage unlimited.
## Pawnbroker Invocations Pawnbrokers are known to deal in all sorts of shifty odds and ends to keep their business running. These are some tricks of the trade that you've picked up from your patron. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites. A level prerequisite refers to your level in this class. #### Quick Cash Low on cash? You may exchange your drachma into gold at the rate of 1 drachma per 10 gp, however you can not exchange gold into drachma. #### Pawnbroker's Experience You've picked up on your patron's skills at negotiation. You gain proficiency in Wisdom (Insight) checks and may use Charisma (Insight) instead when dealing with selling and purchasing goods. In addition you gain proficiency in Charisma (Persuasion) checks when dealing with selling and purchasing goods. Once you reach Warlock Level 5 or higher, this invocation grants Expertise in the Insight and Persuasion skills if you already had previous proficiency in those skills. \columnbreak #### Window Shopping *Prerequisites: 5th Level* Exploring a dungeon and out of health potions? Need a fire and have no lumber axe? A problem no more! You can message your Patron to open a small portal to purchase some supplies, for a fee of course. Once per week, as an action, you can purchase items directly from your patron that are listed in the Player's Hand Book Adventuring Gear and Tools section at 1.5x, rounding up, their listed price. The stock count of inventory is up to the DM's discretion, as your patron doesn't have an unlimited supplies of health potions or lumber axes and needs time to refill. The purchased goods automatically go into your inventory. If there is no space on your character then they are dropped in the nearest open space next to your character. #### Insider Trading *Prerequisites: 7th Level* You spend 14 drachma to cast *Divination*, asking your patron for their knowledge on your given question. You may only use Information Broker once per long rest. #### Preserve Soul *Prerequisites: 7th Level* When a friendly creature dies within 60 ft of you, you may use your reaction to capture their soul in a special Drachma called a táfos, with their face on the heads side of the coin. You do not receive ordinary drachma this way. This táfos can be used in place of the component requirement for the spells *Revivify* and *Raise Dead*. In addition, when used this way the death timer for *Revivify* is extended by a number of minutes equal to your Charisma modifier, and for *Raise Dead* a number of days equal to your Charisma modifier. You can only use Preserve Soul once per long rest. Using Preserve Soul on another creature while a previous táfos is active will cause the older táfo to dissipate, releasing the soul. #### Return Customers *Prerequisites: 9th Level, Window Shopping Invocation* Your patron has enjoyed your consistent service and is pulling back on his fees. The price modifier for *Window Shopping* is now 1.0x. In addition to Adventuring Gear and Tools, your Patron now carries Weapons, Armor and Shields, and Mounts and Vehicles listed in the Player's Handbook in their inventory. Inventory stock is up to DM's discretion as your patron doesn't have an unlimited number of arrows or carriages. #### Hired Baptism *Prerequisites: 12th Level, Blessing of Light ability* You learn the spell *Hallow*. When you cast *Hallow*, you may spend 10 drachma to add one additional effect listed in the spell's description. #### Hired Help *Prerequisites: 12th Level, Blessing of Darkness ability* You learn the spell *Infernal Calling (XGtE)*. When you cast *Infernal Calling*, you can spend drachma equal to 3x the challenge rating of the summoned devil to force it to obey your commands, with no Charisma check required. Attacking the devil will break effect of Hired Help. A devil summoned under the effects of Hired Help will still resist commands to make it's devil's talisman. \pagebreak #### Purchase Resurrection *Prerequisites: 15th Level, Preserve Soul Invocation* You buy back a friendly creature's life under the effect of Preserve Soul. You perform a 1 hour ritual over the dead creature and spend Drachma equal to that creature's level, or challenge rating, x2 to cast *Raise Dead* on the dead creature without the required spell components. #### Pickup Shop *Prerequisites: 15th Level* You need to get somewhere fast! You spend 25 drachma to cast *Teleport* to have your patron move you to your destination, although your familiarity is what is accounted for. You can spend additional drachma to increase your d100 roll by 10 per drachma spent. You can only use Pickup Shop once per long rest. #### Debt Collector *Prerequisites: 5th Level, Pact of the Blade* You've learned how your patron deals with those who skip out on their payments. When you kill or reduce a creature to 0 HP, you may use your reaction to capture not just their soul, but their entire body into a special drachma known as a sóma. You do not receive ordinary drachma for defeating a creature this way. If you use Debt Collector while in possession of another sóma, the oldest sóma is released and you don't receive drachma for that creature. A creature captured in a sóma is immediately stabilized and conscious but unaware of the outside world, with their body stored in a harmless demiplane within that sóma. After 1 hour a creature captured in a sóma can make a Wisdom Saving Throw against your Spell Save DC to break out of your sóma, and can repeat this save once every hour. Upon success the sóma breaks and releases the captured creature within 15ft of you. You may use your action to release a captured creature from their sóma anywhere within 15 ft of you. Once per long rest you may sell sóma for 1.5x the creature's CR rounded down. #### Indentured Servant *Prerequisites: 5th Level, Pact of the Chain* Upon killing a creature of CR 1/5 of your Warlock level or lower, rounding down, you can use your reaction to capture their soul in a special drachma known as a psychí. You do not receive ordinary drachma for defeating a creature this way. During a long rest you may consume this psychí to bring back the slain creature as a familiar under the *Find Familiar* spell. You can only have one Indentured Servant or psychí at a time. At any time you can sell off your Indentured Servant for 1/2 their CR in drachma, which causes them to disappear. Should your Indentured Servant die, you may spend drachma equal to 5x their CR to bring them back during a short or long rest without expending a spell slot. \columnbreak #### Inventory Storefront *Prerequisites: 5th Level, Pact of the Tome* Picking up your patron's business tactics, you've opened up a store of your own out of your Book of Shadows. During a short or long rest, you can perform a ritual with items you own, writing down their names in your Book of Shadows. At the end of the rest, those items turn into shadows and are sucked into your Book of Shadows, sold off to unknown customers, leaving behind 0.5x their value in gp and erasing their entries. If the item does not have a listed gold price in the Player's Handbook, it is up to the DM's discretion what 0.5x equals to. #### Rampant Collector *Prerequisites: 12th Level, Debt Collector Invocation* You can now have a number of sóma equal to your Charisma Modifier (minimum 1). In addition, when you capture a creature within your sóma, you may spend drachma to extend the initial 1 hour capture period to prevent the creature's escape. For every 1 drachma you spend, this initial period extends by 1 hour. For example, when you defeat a creature and spend 12 drachma, the creature can not make a Wisdom Saving Throw to escape until 13 hours have passed, 1 for the initial hour plus 12 for the purchased time. #### Expanded Servitude *Prerequisites: 12th Level, Indentured Servant Invocation* Your increased clout has gained you access to the slave markets of the lower planes. You can now use Indentured Servant without needing to kill a creature, instead choosing any creature you know that their CR is 1/4 your Warlock level. An Expanded Servitude familiar brought back by Indentured Servant costs a number of drachma equal to 4x their CR instead of their original listing. #### Booming Storefront *Prerequisites: 12th Level, Inventory Storefront Invocation* Your store has gained more clout in the market. Items you sell through Inventory Storefront now sell for their original 1.0x value. In addition, you can now replace spells you know with spells from other Patrons, for a fee of course. During a long rest, you may replace a Warlock spell you know, that is not a cantrip, with another Warlock spell from another Patron's Expanded Spells section by spending Drachma equal to 5x that spell's level. It must be a spell which you have spell slots for. For example, you can replace *Alarm* with *Fireball* from **Fiend Expanded Spells** for 15 drachma. *Alarm* is now removed from your list of known spells. \pagebreak # Work Requests Sometimes your patron has work that needs to be done that they can't be bothered to do themselves. That's where you come in. Once per week your DM can roll on the Work Requests table to see what job your Patron needs you to do, in exchange for drachma. Work with your DM to modify the table and frequency to fit your setting. | d20 | Work Requests | |:---:|:-----------:| | 1 | Some Little Timmy fell down a well, go save him | | 2 | Someone's out killing people and they're asking your patron for help. Guess who's killing them| | 3 | Someone's out killing people and they're asking your patron for help. Guess who's saving them| | 4 | Your patron was asked to kill an important individual, you're killing said individual | | 5 | Your patron was asked to guard an important individual, you're guarding said individual | | 6 | Your patron was asked for specific magic to be cast, but didn't want another warlock. You're fulfilling that request | | 7 | Someone skipped on your Patron's payments. Find their whereabouts and inform your patron | | 8 | Your patron was asked to deliver a package. You are now delivering the package| | 9 | Another party's bard broke their wrists and has a performance coming up. I hope you know how to play the lute| | 10 | Another party's bard has a competition coming up and wants you to deal with the enemy bard. Break their wrists| | 11 | People have been going missing and your patron was asked for help. You're now on the case | | 12 | Goods have been stolen by something in the woods nearby. You're now after the stolen goods | | 13 | Someone asked your patron for knowledge on an important individual. You're now a PI | | 14 | Someone prayed to your patron asking to heal a loved one. I hope you know medicine | | 15 | The crops are dying. I hope you know agriculture techniques | | 16 | A merchant's business has been slow. Guess who's on advertising | | 17 | Someone prayed for their crush to fall in love with them. Guess who's playing cupid | | 18 | Someone prayed to your patron for safe passage. You're now their temporary bodyguard | | 19 | Someone prayed to your patron to get rid of a stalker. Guess who's on breakup duty| | 20 | Your patron has some work from another deity for you. You've been outsourced for a job| \columnbreak Based on the difficulty of the job, you can adjust the drachma payment to range around 1/4 ~ 1x your Warlock level as a good drachma amount. Of course modify the payment and table to fit your campaign setting.
##### Credits for The Pawnbroker Original Concept and Subclass by [/u/invertingbunny](https://www.reddit.com/user/invertingbunny/) Invocations and Renaming by [/u/Marine_Unknown](https://www.reddit.com/user/Marine_Unknown/) [1oshuart - El vendedor misterioso ](https://www.deviantart.com/1oshuart) RustyGray - Epic Fantasy Landscapes "Gateway River" (Link Breaks in GMBinder, you can find them on Imgur by copy pasting the name of the art)
Document Layout by /u/Iveld
\pagebreak # Warlock Patron: The Colony Your patron is not a powerful God or a great fiend from the Lower Planes, but is instead a collection of Kuo-Toa, called The Colony, that for some reason believe you are their God. Through the power of their prayers you've gained the blessings of their abilities, slowly turning into their image. ### Expanded Spell List Your patron will be referred to as The Colony. The Colony 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 | Shield of Faith, Detect Magic| | 2nd | Spiritual Weapon, Calm Emotions | | 3rd | Spirit Guardian, Tidal Wave (XGtE) | | 4th | Control Water, Watery Sphere (XGtE) | | 5th | Raise Dead, Maelstrom (XGtE)| ### Blessing of Brine The Colony has granted you abilities to better serve them in the brine of their home. Starting at 1st Level you gain the following benefits: - A swim speed equal to your walking speed - Can breath in water and air - Suffer no penalties from fighting underwater ### School Mentality At 1st level, you feel at home in the water. While touching water you can telepathically speak to anyone within 30 feet touching the same body of water. In addition, you have advantage on Wisdom (Perception) checks under water. \columnbreak ### Feeding Frenzy Starting at 6th level, you can call on the juveniles of The Colony for a quick snack. As an action you summon a flying swarm of tiny juvenile Kuo-Toa, called Blublings, to bite at your enemies. The swarm is a 10-foot radius sphere, and deals 4d4 piercing damage to a creature when it enters the Blubling's area for the first time on their turn or starts its turn there. You may use your bonus action to move the Blublings 20 feet in any direction. The Blublings lasts a number of rounds equal to your Proficiency modifier, or until you use your action to summon another swarm. You can summon the Blublings a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. ### Return the Favor Starting at 10th level, you can now offer The Colony gifts in the form of your fallen enemies. As an action you touch a creature that has died within the past 10 minutes, causing their body to dissolve into water and send it off to The Colony to be devoured. In return for the offer, The Colony returns a blessing from the devoured offering. Choose one of the following. **Blessing of Body** - You learn one skill the offering was proficient in and gain that proficiency. If you were already proficient with that skill, it is treated as expertise. **Blessing of Mind** - You learn one spell the offering could cast, if you have the capability to cast that spell. That spell counts as a Warlock spell. **Blessing of Spirit** - You learn some information from the soul of the devoured offering. You trigger the effects of *Speak With Dead* on the devoured offering, however the offering can not lie to you. You can only use Return The Favor once per long rest, with the chosen benefit fading at the end of your next long rest.
\pagebreak ### Summon the Swarm You call upon your followers to aid you in combat. Starting at 14th level you can use an action to summon a number of Kuo-Toa Whips whose total CR can add up to 1/4 your Warlock level rounding down. At level 20 you can choose to summon 1 Kuo-Toa Archpriest instead of Kuo-Toa Whips. On each of your turns, you can issue a telepathic simple command to the Kuo-Toas, such as "attack my enemies", or "explore the room ahead", until it completes the activity, at which it returns to you to report having done so. Killing your own Kuo-Toa does not award XP. ___ > ## Kuo-Toa Whip >*Medium humanoid (kuo-toa), neutral evil* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 65 (10d8 + 20) > - **Speed** 30 ft., swim 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|12 (+1)|14 (+2)|11 (+0)| >___ > - **Skills** Perception +6, Religion +4 > - **Senses** darkvision 120 ft., passive Perception 16 > - **Languages** Undercommon > ___ > ***Amphibious.*** The kuo-toa can breathe air and water. > > ***Otherworldly Perception.*** The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. > > ***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. > > ***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Spellcasting.*** The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: > > Cantrips (at will): *sacred flame, thaumaturgy* > > 1st level (3 slots): *bane, shield of faith* > > ### Actions > ***Multiattack.*** The kuo-toa makes two attacks: one with its bite and one with its pincer staff. > > ***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage. > > ***Pincer Staff.*** Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target. \columnbreak ___ > ## Kuo-Toa Archpriest >*Medium humanoid (kuo-toa), neutral evil* > ___ > - **Armor Class** 13 > - **Hit Points** 97 > - **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|13 (+1)|16 (+3)|14 (+2)| >___ > - **Skills** Perception +9, Religion +6 > - **Senses** darkvision 120 ft., passive Perception 19 > - **Languages** Undercommon > ___ > > > ***Amphibious.*** The kuo-toa can breathe air and water. > > ***Otherworldly Perception.*** The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. > > ***Slippery.*** The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. > > ***Sunlight Sensitivity.*** While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Spellcasting.*** The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: > > Cantrips (at will): *guidance, sacred flame, thaumaturgy* > > 1st level (3 slots): *bane, shield of faith* > > 2nd level (3 slots): *hold person, spiritual weapon* > > 3rd level (3 slots): *spirit guardians, tongues* > > 4th level (3 slots): *control water, divination* > > 5th level (2 slots): *mass cure wounds, scrying* > > > ### Actions > ***Multiattack.*** The kuo-toa makes two melee attacks. > > ***Scepter.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage. > > ***Unarmed Strike.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The summoned Kuo-Toa last up to 1 minute or until killed. You can use this feature once per long rest. Other Kuo-Toa statistics are in the Monster Manual pg 200. \columnbreak \pagebreak ## The Colony Invocations Each Kuo-Toa coloney has their own ideals and preferences in their God, therefore those preferences will be reflected in you. Get your mrrglllggg on. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites. A level prerequisite refers to your level in this class. #### Dragging Blast *Prerequisites: eldritch blast cantrip, The Colony Patron* You transform an Eldritch Blast into a Kuo-Toa's ranged Pincer Staff. When you hit a creature with *eldritch blast*, you can pull the creature up to 10 feet towards you in a straight line. If they are underwater, you can pull them up to 20 feet. #### Bestow the Brine *Prerequisite: 5th Level, The Colony Patron* You can cast *Water Breathing* at will, without expending a spell slot. #### Sleeping with the Fishes *Prerequisite: 12th Level, The Colony Patron* Once per week when you take a long rest, you can choose to have your body dissolve into a puddle of water, with your actual body being teleported to a sanctuary within The Colony. You can still hear and see out of the puddle, and if the puddle receives damage or is targeted by a spell you are forcibly returned back to your original spot. At the end of the long rest you receive temporary hit points equal to your Warlock level and can remove up to 2 levels of exhaustion as The Colony pampered you. #### Return to the Sea *Prerequisite: 15th Level, The Colony Patron* You may cast *Teleport* once per long rest using a Warlock spell slot, with the destination being a body of water you are aware of. You use your familiarity to the body of water for your d100 roll. ## Follower's Plea **Optional Mechanic:** Just as a follower needs Gods, Gods need followers. Your DM can choose to have The Colony pray for your help, either in the form of guidance, items, or aid from a hostile force. The player telepathically hears the prayer and can choose to either help or ignore The Colony. Helping The Colony can result in a small temporary boon from increased faith, whereas ignoring The Colony may result in a small debuff from wavering faith. Guidance or requested items such as food or medicine can be sent to The Colony by using Return The Favor without expending a charge. Help for more complicated issues may require direct intervention.
##### Credits [Underwater Cave - DigitalBlashphemy](https://digitalblasphemy.com/) [Kuo Toa - Arnaud](https://www.pinterest.com/arnaud0179/boards/) [Runesmith - "Basically Kuo-Toa"](https://www.youtube.com/watch?v=CWJHtcgNeHQ) [Zee Bashew - (Animated DM) Kuo Toa D&D](https://www.youtube.com/watch?v=hF83hrcaJTA)
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\pagebreak # Author's Remarks I made this collection of Warlock subclasses for a few reasons. Warlock is my favorite subclass as with the flexibility and customizability of the class you can truly make nearly any Warlock archetype you want. In addition, despite COVID causing everyone to be under quarantine, I've been having trouble scheduling a time to DM my regular online games, and only recently gotten back to regularly playing online, so this has been a good way to get my "DM Itch" scratched. As for each of the subclasses themselves, I'll break down my remarks on them individually. ### The Director This subclass was inspired off of a song I heard on Youtube called "Dramaturgy - by Eve". In the credits for that subclass is the URL to his Youtube channel. I first heard a cover of the song by Jubyphonic, was amazed by the song and story that Eve had created within his work, and went on to listen to his full album, looking up the translation so I could keep track. The work of the "antagonist", if you could call it that, the man in the top hat, was fascinating. I tried to emulate how such a creature would act in his subjects from a the perspective of D&D and created the subclass as a result. I recommend giving it a listen if you are into music that makes you question the story it is trying to tell. ### The Pawnbroker This subclass wasn't originally created by me, but by another user on r/UnearthedArcana known as u/invertingbunny. I received their permission to revise and add more to the original subclass, and they were fully supportive of the thought! I always wondered what would happen if a Warlock tried to game both sides, and this subclass answered that question. I posted v1.1 on r/UnearthedArcana, and you may have seen that one. From the feedback I received I instantly got to work on a v1.2, posting the next immediate day. If some have you have read it and wonder why it has gone missing, its because it was taken down by the moderators. I posted too frequently within the rules of the subreddit, and had to wait a bit before posting again, I apologize for the issue. I had decided to take up the project of making The Director and The Colony in the meantime, and decided instead of submitting The Pawnbroker when it was available to do so, to wait until I finish this project as not to spam the subreddit. Again, sorry for the issue I caused mods :D, I'll try not to be as spammy. \columnbreak ### The Colony Oh boy. I'm going to be honest with you, this originally started off as a joke patron. I was taking a break from revising The Director and The Pawnbroker when I stumbled upon Runesmith's video on the Kuo-Toa and remembered their lore. A stroke of inspiration, and stupidity, caused me to immediately make this idea a reality, and halfway through actually turned into something playable. All good things come in 3's, right? Hopefully this fishy subclass won't gross out your players, and could provide much needed utility in a water heavy campaign. ### Final Remarks I want to just say thank you again to u/invertingbunny for giving me permission to work on your subclass, as it led to this wonderful project. In addition I want to thank the D&D community for producing amazing homebrew work and acting as an inspiration for novices to homebrew creation such as myself. The Runesmith, Zee Bashew, u/KibblesTasty, and to the countless other amazing content creators out there, you have my thanks for being my inspiration.