Pact of the Wyrm (Warlock Subclass)

by Hollowed Kingdoms

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Warlock: Pact of the Wyrm

Since time immemorial, the great Wyrms have held their dominion over the world. Noble creatures of immense power, they once stood as legion over the lands. Through their Foresight, they wielded knowledge and power unmatched by any other being found in the world. Now though, they are so few, many consider them extinct. Where a Wyrm lives, thralls gather and the world changes. Where they die, their scions raise empires. In either event, they wield great power that they are always ready to share with those loyal to their goals. It is in these deals between Master and Vassal that the reach of the Wyrm extends beyond their already massive horizons. A Wyrm’s chosen commands both respect and fear, standing as warriors, generals, scholars, adventurers, leaders and heroes.

Pact of the Wyrm Features
Warlock Level Archetype Features
1 Expanded Spell List, Commanding Presence, Aura of Authority
6 Silent Dominion
10 Investiture of Order
14 Force of Will

Expanded Spell List

The Pact of the Wyrm 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.

Level Spell
1 Bane, Bless, Command*
2 Detect Thoughts, Mind Spike
3 Aura of Vitality, Crusader's Mantle
4 Aura of Life, Aura Purity
5 Dominate Person, Geas

*denotes spells already known

Commanding Presence

Wyrms are sovereign, and their word is absolute. As their chosen, you wield similar power. At 1st level you learn the command spell. It is considered a Warlock spell, but it does not count towards your number of spells known. You can cast this spell at first level without expending a spell slot a number of times equal to your proficiency bonus. You regain all uses after completing a long rest.

Aura of Authority

In combat, you lead with authority, inspiring your allies around you. As an action, you can cause a 20 ft aura to emanate from you. While active, you can choose various effects to use on creatures within the aura’s radius. You gain additional effects as you level up in this class. The effects are listed below:

1st Level
  • As a bonus Action, you can have all allied creatures within the Aura’s radius gain Temporary HP equal to your CHA modifier.

  • As a bonus action, you can choose one creature within the Aura’s radius. Until the start of your next turn, they make their first attack with advantage.
6th Level
  • As a bonus action, you can target an ally’s weapon. It becomes magical for the purpose of overcoming resistances and gains a +1 to its attack and damage rolls until the start of your next turn.

  • As a bonus action, you can target an enemy within the aura’s radius. They must make a WIS saving throw vs your Warlock Spell Save DC. On a failure, they take 2 D8 Psychic damage. This damage increases to 3 D8 at level 10, and 4 D8 at level 14.
10th Level
  • Allied creatures within the Aura’s radius gain a +1 to their AC and all saving throws. At level 14, this bonus increases to +2.

  • Allied Creatures within the Aura’s Radius gain a +1 to their saving throws. This increases to +2 at 14th level.
14th Level
  • As a bonus action, you can use all other effects on this list, so long as there are applicable targets. You can only use this effect once per use of Aura of Authority.

The Aura lasts for a minute. You can use this feature a number of times equal to your maximum total number of Warlock Spell Slots. Spell slots stored in items do not affect this ability. Once per short rest, you can expend a Warlock Spell slot to gain an additional use of this feature. You regain all uses when you complete a long rest.

Silent Dominion

When you gain this ability at level 6, you gain the ability to speak to your thralls directly in their minds. You gain telepathic speech up to a range of 120 ft. A creature need not speak the same language as you to understand you, but it must speak at least one language. The creature is aware you are the one speaking to it (in the sense that it is an outside force), though it cannot use this to determine your location. Additionally, when you utilize the Commanding Presence feature, you can speak the word telepathically (this fulfills the verbal component of the spell).

Investiture of Order

At 10th level, you gain an increased presence on the field of battle, inspiring your allies and giving pause to your foes. When a creature within 60 ft of you would gain advantage or disadvantage, you can use your reaction to negate it, forcing it to make the roll normally. You can use this feature a number of times equal to your CHA modifier, regaining all uses after completing a long rest. Additionally, when you cast command for your Commanding Presence feature, you can roll a Deception (CHA) vs. the creature’s Insight (WIS). On a success, the creature is unaware that you used this spell on them, regardless of its result.

Force of Will

At 14th level, you gain a steeled mind and soul, the likes of which are not easily broken. When you or a creature in your Aura of Authority is forced to make an INT, WIS or CHA saving throw, you can instead make the creature succeed by the minimum amount required. You can use this feature after the roll is made, but before the results are known. A creature that benefits from this effect has advantage on the type of saving throw it made while it remains within the aura for the rest of its duration. You can use this feature a number of times equal to your CHA modifier. You regain all uses after completing a long rest.

Game Credit

This Subclass was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.

Designed by: Nick
Art By: Chipper-Smol

 

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