Otherworldly Patron: The Force
Your patron is no singular entity, instead it is an underlying energy that binds all living things together. Through you, the Force seeks to maintain the balance of the natural world. The exact desires of the Force are difficult to discern, but you receive visions and moments of intuition to guide you.
Expanded Spell List
The Force 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.
Force Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | command, sleep |
| 2nd | calm emotions, pass without trace |
| 3rd | lightning bolt, nondetection |
| 4th | confusion, greater invisibility |
| 5th | dominate person, telekinesis |
Bonus Cantrips and Proficiencies
At 1st level, you learn either the guidance, message, or thaumaturgy cantrip. Thos cantrip counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.
Additionally, you gain two proficiencies of your chose from Acrobatics, Athletics, and Insight.
Force Amplification
Starting at 1st level, you gain the ability to draw on the Force to enhance your physical abilities. As a bonus action, you tap into the Force, granting yourself a boon. The boon lasts for 1 minute. The boon ends early if you die or are incapacitated. Until the boon ends, you gain one of the following benefits:
- Your speed increases by 10 feet.
- You gain a +2 bonus to AC.
- You gain a +1 bonus to attack rolls.
- You add a d6 to damage rolls.
- You gain temporary hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Power of the Mind
Beginning at 6th level, your strength in the Force allows you greater clarity of mind. When you make a Deception, Insight, Intimidation, or Persuasion skill check or a saving throw against an effect that would charm or frighten you, you can use this feature to add a d10 to your roll. You can do this after seeing the initial roll but before any of the roll's effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of one time). Once you have exhausted the uses of this feature, you can't use it again until you finish a short or long rest.
Force Healing
At 10th level, you gain the ability to draw on the Force to heal yourself and others. When you gain this feature at 10th level, you have two uses. You gain one additional use of this feature at 13th, 16th, and 19th level. You replenish all uses of this feature when you take a short or long rest.
As an action, you can touch a creature, expending one use of this feature to heal the creature for a number of hit points equal to 1d8 x your Charisma modifier.
Additionally, you can expend one use of this feature to touch a creature and grant it temporary hit points equal to 1d8 x your Charisma modifier for 1 minute.
Finally, you can expend one use of this feature to touch a creature and rid it of one disease or poisoning effect.
This feature has no effect on undead or constructs.
Battle Meditation
Beginning at 14th level, you can use the Force to bolster the abilities of your allies. As an action, you grant the benefits of this feature to three creatures of your choice that you can see. The number of creatures you can affect with this feature increases by one for each of your warlock levels over 14th. The effects of your battle meditation last for 1 minute or until you die or are incapacitated.
A creature affected by your Battle Meditation gains the following benefits:
- The target gains temporary hit points equal to you warlock level.
- The target cannot be frightened.
- The target adds a d6 to all attack rolls, damage rolls, ability checks, and saving throws.
- The target can use your Charisma modifier for skill checks and saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
Rancor
Famed predators, the rancor is an adaptable, resilient creature at home in a number of environments. Lairing in deep caverns, jungle glades, and desert canyons, rancor are noteworthy for their large appetites and ferocity in battle.
Pit Fighters. A gate rises and two eyes shine the shadows behind it. The crowd roars as the hunched, 15-foot tall rancor stomps into the light. Bipedal with leathery brown, grey, or green hides, a tail, a wide maw, and long arms ending in sharp claws, rancor are familiar to the common person as a challenge to gladiators.
Battles against the monsters are often death sentences. Starved rancor are vicious and relentless. Their tough hides allow them to shrug off damage as they wear down prey. Many a gladiatorial career has come to a grizzly end, swallowed whole by a rancor.
Unearned Reputation. Their reputation as violent monsters comes almost entirely from the poor creatures trapped into service as arena attractions. In the wild, rancor are notably gentle with their offspring and mates.
A wild rancor, while still dangerous, rarely attacks unprovoked. So long as prey is plentiful, a rancor is only likely to attack humanoids if it believes they pose a threat to its young.
Far removed from their role in arenas, some humanoids raise and tame rancor as mounts, hunting companions, and protectors of livestock.
Legendary Origins. The exact origin of the rancor is a subject of debate among scholars. Most agree that they are the product of magical experiments, but the ancestral species is hotly contested.
Perhaps the most popular theory in the public imagination is that the first rancor was created from the hide of a tarrasque.
Rancor
Huge monstrosity
- Armor Class 16 (natural armor)
- Hit Points 120 (12d12 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 19 (+4) 6 (-2) 12 (+1) 9 (-1)
- Perception Perception +2
- Senses darkvision 60 ft., passive Perception 13
- Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from non-magical weapons
- Languages —
- Challenge 8 (3,900 XP)
- Proficiency Bonus +3
Keen Smell. The rancor has advantage on Wisdom (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the rancor takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The rancor makes two attacks: one with its bite and one with its claw, one with its bite and one with its grab, or two with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing damage.
Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 20 (2d12 + 7) bludgeoning damage. The target is grappled (escape DC 16) if the rancor isn't already grabbing a creature, and the target is restrained until this grapple ends.
Swallow. The rancor makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 14 (4d6) acid damage at the start of each of the rancor's turns. A rancor can only have one creature swallowed at a time.
If the rancor takes 30 damage or more on a single turn from the swallowed creature, the rancor must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the create, which falls prone in a space within 10 feet of the rancor. If the rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Created by: ChaseTriesAgain
Twitter: @ChaseTriesAgain
Juvenile Rancor
Large monstrosity
- Armor Class 13 (natural armor)
- Hit Points 75 (11d10 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 13 (+1) 6 (-2) 12 (+1) 9 (-1)
- Perception Perception +2
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Keen Smell. The juvenile rancor has advantage on Wisdom (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the juvenile rancor takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The juvenile rancor makes two attacks: one with its bite and one with its claw or two with its claw.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (3d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Created by: ChaseTriesAgain
Twitter: @ChaseTriesAgain
Rancor Loot Tables
Rancor are not prone to building up their own treasure hoards, but their dens will often have small piles of clutter from recent meals.
Rancor dens near frequently used roads may also contain remains from adventurers that attacked the rancor and fell in battle.
To determine the contents of a rancor's den, roll on the following tables. For an encounter with a single rancor, roll twice on the appropriate table.
If multiple rancor are encountered, roll twice for one of the most powerful rancor, and roll once for each additional rancor encountered.
| d4 | Juvenile Den |
|---|---|
| 1 | A cow skeleton |
| 2 | A rusted shortsword |
| 3 | A pouch containing 14 sp |
| 4 | One 10 gp gem |
| d6 | Adult Den |
|---|---|
| 1 | A dinosaur skeleton |
| 2 | An unhatched rancor egg |
| 1 | 1d6 (3) martial weapons |
| 2 | A pouch containing 140 gp |
| 3 | A Potion of Hill Giant Strength |
| 4 | Goggles of Night |
Rancor Salvage Tables
A rancor encountered away from its den is not likely to carry treasure, but parts of the rancor can be salvaged and sold to craftsmen.
Each part of the rancor requires a skill check to salvage. The DC for each part is listed in the tables below. These skill checks could be Wisdom (Survival), Wisdom (Medicine), or Intelligence (Nature).
Rancor hides are the most valuable salvage, but also the heaviest. A juvenile rancor hide may weigh as much as 100 lbs. An adult rancor hide may weigh in excess of 200 lbs.
| Juvenile Salvage | Skill Check | Value |
|---|---|---|
| Eyes | DC 12 | 10 sp |
| Fangs | DC 15 | 1 gp |
| Claws | DC 13 | 1 gp |
| Hide | DC 16 | 10 gp |
| Adult Salvage | Skill Check | Value |
|---|---|---|
| Eyes | DC 14 | 1 gp |
| Fangs | DC 16 | 5 gp |
| Claws | DC 14 | 5 gp |
| Hide | DC 18 | 100 gp |
Rancor Armor
Armor (light, but not padded), uncommon
Made from the tanned hide of an adult rancor, rancor armor is especially valued by dragon hunters and mercenaries who often pursue magic-wielding foes. While wearing this armor, you are resistant to fire and lightning damage.