Warlock Patron: The Entity

by rsquared

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Patron: The Entity

Summoned by violence and malice, the Entity crawls a blood-web outside of reality. Unable to slake an eternal thirst, it demands to be fed the hope of souls by bending its accursed to hunt, hurt, and sacrifice. A pact with the Entity is not often a willing one, as it is attracted to minds already tainted by tragic horror. In making the pact, the Entity infuses the malignant soul with its craving essence, feeding on the terror, pain, and despair that ensues.

Expanded Spell List

Your pact with the Entity allows you to choose from an expanded list of spells when you learn a new spell. The following spells are added to the warlock spell list for you.

   Level    Spells
1 bane, wrathful smite
2 blur, blindness/deafness
3 clairvoyance, nondetection
4 locate creature, phantasmal killer
5 dominate person, mislead

Spark of Madness

Starting at level 1 when the Entity chooses itself as your Patron, it bolsters your physical abilities to near-supernatural levels. You gain the following features:

  • Mad Grit. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
  • Sloppy Butcher. When you wield a one-handed weapon and no other weapon or shield, you can roll a d10 in place of the normal damage for the weapon.
  • Play with Your Food. When you deal damage to a surprised creature, you gain temporary hit points equal to your Charisma modifier + your warlock level.

Unnerving Presence

At 1st level, other creatures have disadvantage on Wisdom (Insight) checks to question you about your crimes you have committed, such as murder, theft, or loitering with malicious intent.

Beast of Prey

Starting at 6th level, you stalk your victims masterfully.

As an action, you can concentrate (as if on a spell) and become invisible for 1 minute or until your concentration ends, choosing a creature you can see within 30 feet of you. This invisibility ends early if you make an attack, cast a spell, or end your turn more than 30 feet away from that creature. While you are invisible, the target creature cannot be hidden from you, and if it takes the Dash or Disengage action, your speed doubles until the end of your next turn.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Devour Hope

At 10th level, your pact becomes more evident in your aura as it becomes nearly impossible to shake you from your unholy task. You have advantage on saving throws against effects that would charm or frighten you.

When you succeed on such a saving throw, you can use your reaction to reveal the darkness within. Every creature within 30 feet of you must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Dark Devotion

At 14th level, you are implacable in your pursuit. Wounds that would kill or severely hinder a mere mortal have the barest effect on you.

When you are reduced below half of your total hit points, you can choose to immediately gain temporary hit points equal to your warlock level. If you are charmed, frightened, paralyzed, or stunned, the condition ends, and if you are prone, you can stand up as a reaction. On your next turn, you can take one additional action that must be used to attack or cast a cantrip with a casting time of one action.

Once you have used this ability, you cannot use it again until you have finished a long rest.

The Entity v1.0 by /u/RSquared - Art: Dead by Daylight (C) Behavior Interactive



 

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