My Documents
Become a Patron!
# Warlock Patron: The Old Hero Elderly, decrepit, and/or simply weary of action, some retired adventurers learned eldritch rituals to siphon off their accrued power, granting it to the next generation of upcoming heroes (or villains). The goals of an Old Hero could be anything, and you should discuss with your DM the nature and terms of your pact; your patron could even be the survivor of a previous campaign, in which case certain story elements and uncompleted tasks could be carried over. A physical living patron is drastically different to the immortal entities warlocks usually bargain with, and the requests made of them might have much more direct impacts as a result. The Old Hero’s power manifests itself as tricks and skills useful for adventuring, even dark magic, and they may even bless you with additional magical items and boons passed onto them during their time as an adventurer. ### Expanded Spell List The Old Hero lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you. | Spell Level | Spells | |:---:|:-----------:| | 1st | *Command, Compelled Duel* | | 2nd | *Enhance Ability, Find Steed* | | 3rd | *Create Food and Water, Water Breathing* | | 4th | *Find Greater Steed, Mordenkainen’s Faithful Hound* | | 5th | *Hold Monster, Teleportation Circle* | ### Advernturer's Proficiencies When you make this pact at 1st level, you gain proficiency with medium armour, shields, and martial weapons. ### Tricks of the Trade Starting at 1st level, your patron has imparted key points of wisdom that you can pass onto your allies. As a bonus action, you may grant an inspiration die to a creature that can see and hear you. Once within the next 10 minutes, that creature may choose to spend the die, rolling it and adding the total to the result of an ability check, attack roll, or saving throw the creature makes. They may choose to do this after seeing the roll but before determining its result. Once you have used this feature, you must complete a long rest or expend a spell slot of 1st level or higher before doing so again. This die is 1d6 at 1st level, increasing to 1d8 at 10th level. \columnbreak ### Confident Approach At 6th level, your bearing is that of a seasoned adventurer, and you may use this to your benefit. You have advantage on Charisma (Deception and Persuasion) checks made to haggle prices or convince others that you belong somewhere (such as demanding an audience with the Queen, or blending in among her royal guard). ### Seasoned Experience Also from 6th level, you learn to tap into the adventuring knowledge of your patron. As an action, you may choose one skill or tool with which you are not proficient, becoming proficient with it for one hour. You must complete a short or long rest before using this feature again. ### Shrug it Off Beginning at 10th level, you are well accustomed to the trials and tribulations of the adventuring life. When you take damage, you may use your reaction to reduce that damage by 1d6 + your Constitution modifier. You may use this feature a number of times equal to your Charisma modifier, and regain all uses on a long rest. ### Echoes of Adventure At 14th level, elements of your patron’s experiences bleed through into your subconscious. Choose two Dungeons and Dragons 5th Edition classes: you gain the 1st-level class features of those classes. If this would grant you the Spellcasting feature, treat it according to the multiclassing rules, but with the exception that all the spells count as warlock spells for you (without counting against the number of warlock spells you know) and you may use Charisma as the spellcasting ability. Additionally, where these features specifically use your levels in that class as a value, such as the hit points regained from the Fighter’s Second Wind feature, treat the class as Warlock. If, however, these features refer to levels on the class table, such as the barbarian’s Rage gaining additional uses and damage, these upgrades do not occur. For example, if you chose Barbarian and Bard, you would gain the Rage, Unarmoured Defence, and Bardic Inspiration features, as well as the additional cantrips, spells, and spell slots of a 1st-level bard.
Design by Lexi Abbey | Made with GM Binder