The Corporation
Are you tired of making uncertain deals with unknowable horrors? Or do you dread your uncertain pay and unreasonable hours worked for the horrific entity you're indebted to? Fret no more and join E̶̥͚͉̖͐͜ͅl̷̛͎̑͂̔̍̚͜d̷̻͉̈́̆̄͘r̸͕͎̮̒͆̕͝ỉ̴̡̛̗̘̮̰̥t̸͙̣͙̖̂̄̈́͘č̷̱̤̯̥͎̼͝h̷͎͉̾̓̅̓̀ Incorporated!
With defined hours and consistent pay you'll no longer have to worry about the issues of the average warlock and you'll have access to company benefits!
As a new hire in the company your work hours are set in stone, you work 6-8 hours a day and receive your walock features as payment. Your work is usually chopped down to performing dangerous deeds for the company, just like any adventurer would!
Expanded Spell List
| Spell Level | Spells |
|---|---|
| 1st | gift of alacrity, identify |
| 2nd | gift of gab, locate object |
| 3rd | catnap, haste |
| 4th | compulsion, fabricate |
| 5th | geas, seeming |
Black Company
We here at E. Corp know that sometimes it's necessary to tell a white lie to keep a customer happy. As such, when you choose this patron at 1st level, you gain proficiency in the Deception skill.
Additionally, you'll need to grow accustom to working long hours. So, whenever you would make a Constitution saving throw against exhaustion, you make the save with advantage.
Overtime
Also starting at 1st level, you'll need to outline your the work hours with your manager here at E. Corp. Any configuration of 60-80 hours per ten day is perfect.
Should you have to work outside of your normal hours, you gain the following benefit:
- Off the Clock: Whenever you cast a spell using a spell slot of 1st level or higher, you can add your warlock level to one of the spell's damage rolls.
Revealing Your Hand
Sometimes in order to seal the deal, you need to show your intellectual superiority to the enemy client. In E. Corp's opinion, the best way to do this is to show them your hand.
Starting at 6th level, you can use your bonus action to declare the next spell you are going to cast on your turn. Any creatures caught within the spell's area can choose to add your Charisma modifier to their saving throw before seeing the results of the roll. If they pass the save as a result of adding your modifier, they take psychic damage equal to your Charisma modifier. If the creature added your modifier and still failed the saving throw, they are filled with a crushing sense of inferiority. For the next minute, they make all of their attack rolls and saving throws with disadvantage. At the end of their turn, the creature can make a Charisma saving against your spell save DC to end the effect.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.
Workflow
Finding your personal workflow is one of the hardest things you'll have to accomplish to become a great E. Corp employee, but you've accomplished it.
Starting at 10th level, whenever you make an attack against a creature that is under the effects of your Revealing Your Hand feature, you score a critical hit on a roll of 19-20 on any spell attack rolls against the creature.
Additionally, whenever you attempt to gain proficiency in a new language or tool, the amount of time it takes you take to learn it is reduced by a number of workweeks equal to your Charisma modifier to a minimum of one week.
Corporate Overlord
Congratulations [enter employee name here],
You've been chosen out of all of the others treasured employees here at E. Corp to become an Overlord. Your benefits as an Overlord include full work hour flexibility and a gaggle of underlings that serve your beck and call.
We look forward to the work you'll accomplish,
E. Corp
Starting at 14th level, you gain the servitude of undyingly loyal abominations of your choice. You can have a number of employees equal to half of your Warlock level and their total CR cannot exceed a number equal to your Charisma modifier.
The creatures you choose must be of the aberration or monstrosity creature type (with your DM's approval) and each gain proficiency in one skill or tool of your choice. Should they die due to your negligence (such as dying from a lethal encounter or being overworked), you must pay a fine to your patron equal to 1000gp times the employee's CR.
Additional Player Options
Eldritch Talents
You gain expertise in either the Deception or Persuasion skill. Expertise allows you to add double your proficiency bonus to checks made using the chosen skill.
Arcane Operative
3rd-level conjuration (ritual)
- Casting Time: 1 action
- Range: Special
- Components: V, S, M (Special)
- Duration: Special
- Classes: Bard, Warlock, Wizard
This spell creates a crystalline creature with a golden frame that is capable of performing complex tasks. The operative springs into existence in an unoccupied space on the ground within 5 ft. It has AC 13, hit points equal to 3 times your spellcasting ability score, and immunity to all conditions, and it can't attack. It has proficiency in all skills and tools and uses your proficiency bonus when rolling checks. Finally, it can speak, read, and write any languages that you know. If it drops to 0 hit points, the spell ends.
Upon casting the spell, you give the operative an objective that could be reasonable attained by a skilled hireling. The operative performs the objective to the best of its ability so long as it is given the proper materials. Once the operative has finished the objective, it must be paid 2gp for every day it has worked which is considered the material component of the spell. As soon as the sum is paid, the spell ends.
If you cannot pay the operative the required gold, you are considered indebted to the operative and any gold pieces you receive are automatically transfered to the operative until your debt has been settled. Additionally, you cannot cast arcane operative while you are considered to be indebted to an operative.
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