Downtrodden Caretaker
Your patron is responsible for overseeing beings that have suffered greatly. These may be the spirits of recently deceased bodies, orphaned creatures from other worlds, or perhaps incarnations of the patron’s own tortured soul. Your pact is to provide love and support for one of these poor souls. Whatever journey you undertake, this tiny creature will always be by your side.
Expanded Spell List
The Downtrodden Caretaker 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.
Downtrodden Caretaker Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Goodberry, Sanctuary |
| 2nd | Calm Emotions, Lesser Restoration |
| 3rd | Catnap, Life Transference |
| 4th | Death Ward, Locate Creature |
| 5th | Banishing Smite, Greater Restoration |
Cursed Companion
Starting at 1st level, you adopt a spirit known as a cursed companion, sent by the Downtrodden Caretaker to watch over. This spirit assumes the form and game statistics of one of the creatures in the Cursed Companions table, and you can communicate with it telepathically when it is within 100 feet of you. You can roll to determine your cursed companion, or choose one that best fits your character. When you gain a level in this class before 14th level, you can choose to replace your cursed companion with another creature from the table.
While you carry your cursed companion, you gain a bonus to Wisdom (Survival) checks. The bonus equals your Charisma modifier.
The cursed companion is under no compulsion to behave in any particular way. You can request the cursed companion to do a task in exchange for food, water, hugs, or any other kind of parental support, but it isn't obliged to do so. In combat, you roll initiative for the cursed companion. If it is slain by a creature, you gain advantage on all attack rolls against that creature for the next 24 hours.
The cursed companion vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.
At the end of a short or long rest, you can call the cursed companion back to you — no matter where it is or whether it died — and it reappears within 5 feet of you.
Cursed Companions
| d10 | Creature |
|---|---|
| 1 | Arcane Crawling Claw |
| 2 | Broken-Masked Chwinga from Chult |
| 3 | Gelatinous Cube Spawn |
| 4 | Hollow Killmoulis from the Feywild |
| 5 | Kruthik Hatchling |
| 6 | Larva Refugee from the Lower Planes |
| 7 | Lost Flumph |
| 8 | Mini-Monodrone from Mechanus |
| 9 | Self-Contained Cranium Rat |
| 10 | Socially Awkward Myconid Sprout |
Soul Feed
Starting at 6th level, you can feed the soul of a person you slay to your cursed companion. When you slay a creature, its soul is consumed, and the humanoid can be restored to life only by means of a True Resurrection or a Wish spell.
When this happens, both you and your cursed companion regain hit points equal to your warlock level, and you are both fully nourished for one day. If your cursed companion had died beforehand, it reappears within 5 feet of you with its hit points restored.
Fearless Guardian
Beginning at 10th level, your patron teaches you how to protect your cursed companion with the courage of a parent. You are immune to being frightened, and when another creature attempts to frighten you or your cursed companion, you can use your reaction to attempt to frighten them off. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute or until the creature takes any damage.
All Grown Up
At 14th level, your patron has rewarded your cursed companion with a new action, trait, or form, depending on which creature they are.
Arcane Crawling Claw
Lich’s Right Hand (1/Day). The arcane crawling claw casts Finger of Death using your Warlock spellcasting ability.
Broken-Masked Chwinga
Master’s Magical Gift (1/Day). The broken-masked chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of your choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.
Gelatinous Cube Spawn
Volume Expansion. The gelatinous cube spawn’s stats are replaced with that of a gelatinous cube, and its size becomes large. The DC for its special actions and traits are replaced with your Warlock spell save DC.
Hollow Killmoulis
Hungry Hospitality (1/Day). The killmoulis casts Druid Grove using your Warlock spellcasting ability.
Kruthik Hatchling
Destructive Force. The kruthik hatchling's stats are replaced with that of an adult kruthik, and its size becomes medium.
Larva Refugee
Eased Suffering. While the larva refugee and creatures within 10 feet of it take a long rest, they feel remarkable tranquility and are immune to psychic damage as well as any harmful conditions they choose for 8 hours.
Lost Flumph
Psionic Shift. The lost flumph casts Plane Shift using your Warlock spellcasting ability.
Mini-Monodrone
Primus Upgrade. The mini-monodrone's stats are replaced with that of a pentadrone, and its size becomes large. The DC for its special action is replaced with your Warlock spell save DC. It continues to regard you as its instructor.
Self-Contained Cranium Rat
Minor Creature Sense. The self-contained cranium rat is aware of the presence of creatures within 100 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as their intelligence scores. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Cursed Companion Stats
Arcane Crawling Claw
Tiny undead, neutral evil
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 11 (+0) 7 (-2) 10 (+0) 4 (-3)
- Damage Immunities Poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
- Languages —
- Challenge 0 (0 or 10 XP)
- Spellcasting. The arcane crawling claw is a 1st-level spellcaster. Its Spellcasting Ability is Intelligence (spell save DC 8, +0 to hit with spell attacks). The arcane crawling claw has the following Wizard Spells prepared, requiring no verbal components to cast them:
- Cantrips (at will): blade ward, mage hand, prestidigitation
- 1st level (2 slots): detect magic
- Turn Immunity. The claw is immune to effects that turn undead.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).

Broken-Masked Chwinga
Tiny elemental, neutral
- Armor Class 15
- Hit Points 5 (2d4)
- Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 16 (+3)
- Skills Acrobatics +7, Perception +7, Stealth +7
- Senses blindsight 60 ft., passive Perception 17
- Languages —
- Challenge 0 (0 or 10 XP)
- Elemental Nature. Chwingas sleep but don't require air, food, or drink.
- Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Innate Spellcasting. The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:
- At will: druidcraft, guidance, pass without trace (only targetting self), resistance
Actions
Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.
Gelatinous Cube Spawn
Tiny ooze, unaligned
- Armor Class 11
- Hit Points 5 (1d10)
- Speed 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 5 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5)
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages —
- Challenge 0 (0 or 10 XP)
- Amorphous. The gelatinous cube spawn can move through a space as narrow as 1 inch wide without squeezing.
- Transparent. Even when the cube is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) acid damage.
Hollow Killmoulis
Tiny fey, neutral
- Armor Class 14
- Hit Points 7 (2d4 + 2)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 19 (+4) 13 (+1) 12 (+1) 14 (+2) 13 (+1)
- Skills History +3, Perception +4, Stealth +8
- Senses darkvision 30 ft.; passive Perception 14
- Languages Sylvan
- Challenge 0 (0 or 10 XP)
Actions
Slam. Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Blessing of Bountiful Generosity (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
Curse of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.
Kruthik Hatchling
Tiny monstrosity, unaligned
- Armor Class 16 (natural armor)
- Hit Points 5 (1d6+2)
- Speed 20 ft., burrow 10 ft., climb 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 4 (-3) 10 (+0) 6 (-2)
- Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 10
- Languages Kruthik
- Challenge 0 (0 or 10 XP)
- Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
- Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Tunneler. The kruthik can burrow through solid rock at half its burrowing speed.
Actions
Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Larva Refugee
Small fiend, neutral evil
- Armor Class 9
- Hit Points 9 (2d8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 9 (-1) 9 (-1) 10 (+0) 6 (-2) 10 (+0) 2 (-4)
- Damage Resistances cold, fire, poison
- Senses darkvision 120 ft., passive Perception 10
- Languages understands Infernal but can't speak
- Challenge 0 (0 or 10 XP)
- Frightful Appearance. Any creature other than its caretaker that starts its turn within 5 feet of the larva must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the creature's next turn. On a successful saving throw, the creature is immune to the frightful appearance of this larva for 1 hour.
- Gifted Devil's Sight. Magical darkness doesn't impede the larva's darkvision.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Lost Flumph
Small abberation, lawful good
- Armor Class 12
- Hit Points 7 (2d6)
- Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 11 (+0)
- Skills Arcana +4, History +4, Religion +4
- Damage Vulnerabilities psychic
- Senses darkvision 60 ft., passive Perception 12
- Languages understands Undercommon but can't speak, telepathy 60 ft.
- Challenge 0 (0 or 10 XP)
- Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
- Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
- Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.
Actions
Tendrils. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 (1d4 - 1) piercing damage plus 2 (1d4) acid damage.
Harmless Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is also poisoned until the end of the flumph's next turn. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.


Mini-Monodrone
Tiny construct, lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 5 (1d8 + 1)
- Speed 20 ft., fly 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 4 (-3) 10 (+0) 5 (-3)
- Senses truesight 30 ft., passive Perception 10
- Languages Modron
- Challenge 0 (0 or 10 XP)
- Axiomatic Mind. The monodrone can't be compelled to act in a manner contrary to its nature or its instructions (given by its caretaker).
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Self-Contained Cranium Rat
Tiny beast, lawful evil
- Armor Class 12
- Hit Points 2 (1d4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 7 (-2) 11 (+0) 8 (-1)
- Senses darkvision 30 ft., passive Perception 10
- Languages telepathy 30 ft.
- Challenge 0 (0 or 10 XP)
- Cunning Action. On each of its turns, the self-contained cranium rat can use a bonus action to take the Dash, Disengage, or Hide action.
- Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
- Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Credits
Dedicated in loving memory to Bonnie, the sweetest, most curious little soul.