Otherworldly Patron: The Modron

by MasterJAD

Search GM Binder Visit User Profile

Otherworldly Patron: The Modron


You have made a pact with a modron, immortal entities from the Clockwork Nirvana of Mechanus. Just as celestials are the embodiment of good and fiends are the embodiment of evil, modrons are the embodiment of law and order. Beings that can grant power can include tertians, secundi, or even the Primus itself.

Expanded Spell List

The Modron 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 command, magic missile
2nd enhance ability, zone of truth
3rd clairvoyance, haste
4th mordenkainen's private sanctum, summon construct
5th dominate person, wall of force

Negentropy

Starting at 1st level, your patron grants you the power to control the chaos of probability and chance. You have a pool of chance points equal to five times your warlock level, which replenishes after you take a long rest.

Whenever a creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to spend a number of chance points to either increase or reduce the roll equal to the number of chance points used. You can take this reaction after the die is rolled but before the result of the roll is determined.

You can only spend a number of chance points enough to change the roll to a 10. You can't grant a bonus that will increase the roll to 11 or higher, and you can't impose a penalty that will decrease the roll to a 9 or lower.

When an attack roll results in a critical hit and you use this feature to decrease the result of the roll, the attack will still be a critical hit unless you use enough chance points to cause the attack to miss.

Normalization

At 6th level, your patron grants you better control over the forces of order around you. You regain your chance points at the end of a short or long rest.

Additionally, whenever a creature within 30 feet of you makes a damage roll, you can use your reaction to spend a number of chance points and change the outcome of the damage die, counting it as either 1 or the highest number possible (your choice). The number of chance points you spend depends on the damage die. You spend chance points for each individual damage die.

Damage Die Chance Points Expended
d4 1
d6 2
d8 3
d10 4
d12 5

Axiomatic Mind

At 10th level, your patron bestows upon you the mental fortitude of the modrons. You gain advantage on saving throws made against being charmed or possessed. Additionally, you are immune to spells and effects that force you to obey the commands of another creature, such as the command, dominate person, or geas spells.

Field of Equilibrium

At 14th level, you can call upon the power of order to stabilize the space around you. As an action, you can stabilize the area around you for 1 minute. You and any non-hostile creature within 60 feet of you can't gain disadvantage on any ability check, attack roll, or saving throw, while hostile creatures within range can't get advantage.

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

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.