My Documents
Become a Patron!
# Otherworldly Patron: The Drifter ## The Road Stretches On Your patron is a mysterious entity, only recently returned to the material plane. There is little lore, and few scholars can trace his existence after the Calamity of Isendran. Most learned folk do not have reason to believe his presence, so they don't acknowledge him. Only the few that had been touched by his influence know some fragment of truth. In stories he appears under many monikers: the Wanderer, the Bard, the Trickster and many more; but the most common one is the Drifter. Rare is the soul privileged enough to know his name. In most tales, his influence in mortal affairs appears to take interest in the downtrodden and those that are lost in a way or another. His motivations in why he chooses his warlocks are as varied as they are mysterious. Perhaps he wishes to support those who take risks, defy fate, or simply give those too afraid to do either a little push. ## Drifter Warlock Features | Warlock Level| Feature | | ------------- |:-------------| | 1st | **Expanded Spell List, Drifter’s Gift, Road Less Taken** | | 6th | **Everything’s Looking Up** | | 10th | **One Step Ahead** | | 14th | **Nearing Distances** | ## Drifter Expanded Spells The Drifter 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. ### Drifter Expanded Spells | Spell Level | Spells | | ------------- |:-------------| | 1st | **Bane, Bless** | | 2nd | **Enhance Ability, Pass Without Trace** | | 3rd | **Blink, Nondetection** | | 4th | **Death Ward, Freedom of Movement** | | 5th | **Circle of Power, Passwall** | ## Drifter’s Gift As part of your pact, you gain proficiency with medium armor, as well as longswords and rapiers. Using the power of your patron, you can infuse magic into a weapon you are proficient with and lacks the two-handed property. When you attack with that weapon, you use your Charisma modifier, instead of Strength or Dexterity. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, regardless of weapon type. ## Road Less Taken Also at 1st level, your intuition tells you which way to flee, even in unfamiliar territory. Whenever you reach a crossroads, if you've traveled on one or less of the roads that meet there, you may cast the augury spell without expending a spell slot. ## Everything's Looking Up Starting at 6th level, things just start going your way. You have advantage on all Charisma (Persuasion), Charisma (Deception), and Charisma (Performance) checks against any creature of your choice that isn’t hostile toward you. In addition, you gain an uncanny ability to remain safe in dangerous situations. You have advantage on Dexterity saving throws against effects such as traps and spells. To gain this benefit, you can't be incapacitated. ## One Step Ahead At 10th level, your patron’s wandering nature begins to influence you through your pact. You now add your Charisma modifier to initiative rolls and Dexterity saving throws. ## Nearing Distances Starting at 14th level, you can use your patron's power to travel great distances in a blink of an eye. After completing a 1 minute ritual, you can use this feature to cast Teleport without consuming a Warlock spell slot. Once you use this feature, you can't use it again until you finish a long rest. ## Eldritch Invocations #### Arcane Thief You can reach through the veil to steal mystical knowledge. Pick Wizard, Sorcerer, Druid, or Cleric, and choose 3 spells from their spell list, of a level you are able to cast. The spells appear in your mind and don't count against the number of spells you know. You can replace spells you gain through this ability once every 7 days. #### Gift of the Sparrow You can cast *feather fall* at will, without expending a spell slot. #### Obedience of Steel *Prerequisite: Drifter’s Gift* Your bound weapon will always try to find a way back to you when you call it, even if it means breaking obstacles. If a creature holds the weapon while you call it back, the creature must succeed on a Strength Saving Throw against your Spell Save DC in order to keep its grasp upon the weapon. If it succeeds the creature is considered to be grappling the weapon until it lets go of it. \pagebreakNum #### Improved Drifter's Gift *Prerequisite: Drifter's Gift* Drifter's Gift gains a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 9th level and to +3 at 15th level. #### Traveling Reflection *Prerequisite: Drifter’s Gift* You may use a bonus action to teleport to the location of your bound weapon and grab hold of it as long as you can see it. #### Born To Run *Prerequisite: 5th level* Your speed increases by 10 feet. In addition, when you take the Dash action, you ignore difficult terrain and attacks of opportunity until the end of your turn, and you gain the ability to move across liquids without falling during the move. #### Ghost Riders in the Sky *Prerequisite: 11th level* You can cast find *greater steed* once without expending a spell slot. You can’t use this feature again until you finish a long rest.