Otherworldly Patron: The Endless Worm

by Magmyte

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Otherworldly Patron: The Endless Worm


"Three tendays she was gone. Afore the end of the first, I had already begun my search, and gods... only the gods know the strife I've endured to be here now. I found soldiers, shattered and splintered like the weapons that fell them. I found townsfolk, carved like the livestock they tend to. I found children. Children. And you would let them live? Have you seen what they did to my wife?! Have you?!"

— Duke Ekar Gorliandar III, shortly before      
being escorted to the insane asylum      

"All that is, must eat. All that dies, must be returned to the earth." Such is the maxim of the Cult of the Endless Worm, an apt reflection on the cyclic nature of life begetting death, and death nurturing life. But woven deep within this covert sect of cannibals is a selection of priests that have tapped into the latent powers of their gluttonous saint, harboring sinister intentions for a cleansing of cosmic proportions.

Your patron is a massive worm-like aberration, capable of devouring worlds and hungering for even more. Your pact may be a means to satisfy a craving, a bargain to keep the worm at bay, or you may truly wish to have the world devoured and returned to the natural cycle of the cosmos. Regardless of your motivations, the Endless Worm bestows you with dark powers and an even darker hunger.

Expanded Spell List

The Endless Worm 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.

Each spell is in the Player's Handbook, Xanathar's Guide to Everything, or Tasha's Cauldron of everything, unless it has an asterisk (a spell listed later in this document).

Endless Worm Expanded Spells
Spell Level Spells
1st ray of sickness, Tasha's caustic brew
2nd Melf's acid arrow, quicken decay*
3rd life transference, stinking cloud
4th putrefy*, vitriolic sphere
5th cloudkill, contagion

Abnormal Constitution

1st-level Warlock: The Endless Worm feature


You have advantage on saving throws against being poisoned, and you are immune to disease.

Cannibalize

1st-level Warlock: The Endless Worm feature


You can siphon the transient life force of the recently deceased to renew your vigor. Choose a corpse of a Medium or larger creature within 5 feet of you that died within the last hour. Over the course of 5 minutes, you perform a special ritual with the corpse, at the end of which you regain expended Pact Magic spell slots up to half the maximum spell slots for your warlock level (rounded up) and hit points equal to your warlock level. You can't use this feature on a construct or plant.

Once you use this feature, you can't use it again until you finish a long rest.

Digestive Inclinations

6th-level Warlock: The Worm Endless feature


You gain resistance to acid damage. In addition, once per turn when you deal acid damage to a creature, you can cause the acid to burst in a 5-foot-radius sphere centered on that creature. Each other creature in the area takes acid damage equal to your Charisma modifier. If multiple creatures take acid damage at the same time, you can create a burst for each creature, but a creature in the area of more than one burst is affected only once.

Acrid Temper

10th-level Warlock: The Endless Worm feature


When the going gets sour, you tend to bite back. When a creature within 30 feet you can see hits you with an attack, you can use your reaction to make a ranged spell attack against the creature. On a hit, the target takes 1d10 acid damage and you gain temporary hit points equal to the number rolled.

Prepare to Feast

14th-level Warlock: The Endless Worm feature


To have a banquet, you must have company. As an action, you can summon a massive aberrant worm in an unoccupied space of your choice within 15 feet. The worm uses the Ravenous Devourer's stat block, which uses your proficiency bonus (PB) in several places. You determine the size of the worm between Large and Huge when you summon it.

The worm is an ally to you and your companions. In combat, the worm shares your initiative count, but it takes its turn immediately after yours. It obeys your mental and verbal commands (no action required by you). If you don't issue any commands, it takes the Dodge action and uses its movement to avoid danger.

The worm remains for 1 hour. It disappears if it is reduced to 0 hit points, if you use this feature to summon the worm again, if you use your action to dismiss it, or if you die.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a Pact Magic spell slot to use it again.


Ravenous Devourer

Large or Huge Aberration, Unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 times your warlock level
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 21 (+5) 3 (-4) 13 (+1) 14 (+2)

  • Damage Resistances Acid, Force, Poison
  • Damage Immunities Psychic
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned, Prone, Unconscious
  • Senses Tremorsense 60 ft., Passive Perception 11
  • Languages Understands Deep Speech and the languages you speak, telepathy 120 ft.
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Magic Resistance. The worm has advantage on saving throws against spells and other magical effects.

Union of the Pact. You can add your proficiency bonus to any ability check or saving throw that the worm makes.

Unusual Nature. The worm doesn't require air, drink, or sleep.


Actions

Multiattack. The worm makes two attacks.

Abyssal Maw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d10 + 6 + PB piercing damage.

Constriction. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft. one target. Hit: 2d6 + 6 + PB bludgeoning damage. If the target is a creature one or more sizes smaller than the worm, it is grappled (escape DC equals your spell save DC). Until this grapple ends, the target is restrained, and the worm can't use this attack against other targets.

Projectile Bile. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 2d6 + 6 + PB acid damage.

Acid Breath (Recharge 5–6). The worm exhales acid in a 30-foot cone. Each creature in that area must make a Dexterity saving throw (DC equals your spell save DC), taking PBd8 acid damage on a failed save, or half as much damage on a successful one.

Spells for The Endless Worm (and Others)

Spells are presented in order of spell level.

Quicken Decay

2nd-level transmutation (ritual)


Casting Time: 1 action
Range: Touch
Components: V, S, M (a rotten chunk of meat)
Duration: Up to 8 hours (see below)


You touch a corpse or other remains. Choose a duration from 1 minute to 8 hours. For the duration, for each minute that passes, the body decays as if 1 day has passed.

The spell also effectively increases time passed after the creature's death. Minutes spent under the influence of this spell count as days against the time limit of spells such as raise dead.


Classes: Cleric, Druid, Wizard

Siphon Life

2nd-level necromancy


Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous


You grasp at a nearby creature's life force in an attempt to steal it for yourself. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 necrotic damage, and you regain hit points equal to the necrotic damage dealt. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


Classes: Cleric, Druid, Warlock

Expel Acid

3rd-level evocation


Casting Time: 1 action
Range: 60 feet (15-foot cone)
Components: V, S
Duration: Instantaneous


You launch a globule of green acid at a target within range, which then bursts into a 15-foot cone when it reaches its destination. The cone faces the same direction as the direction you launched the acid. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d4 acid damage and another 4d4 acid damage at the end of its next turn, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd.


Classes: Druid, Sorcerer, Warlock, Wizard

Putrefy

4th-level necromancy


Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (an ounce of spoiled milk)
Duration: Instantaneous


A wave of sickening essence expands outward from you in a 30-foot cone. Each creature of your choice in the area must make a Constitution saving throw. On a failed save, a creature takes 4d10 necrotic damage and is poisoned for 1 minute. On a successful save, a creature takes half damage and is not poisoned. A poisoned creature can repeat the saving throw at the end of its turns, ending the condition on itself on a success. This spell has no effect on constructs or undead.

Nonmagical plants in the area wither and die. Nonmagical food and drink in the area immediately spoil and go bad.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


Classes: Druid, Sorcerer, Wizard

Mass Siphon Life

5th-level necromancy


Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous


A wave of sanguine energy bursts from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each creature must make a Constitution saving throw. On a failed save, a creature takes 6d6 necrotic damage, or half as much damage on a successful one. You regain 1d6 hit points for each creature that took damage from this spell. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and healing increase by 1d6 each for each slot level above 5th.


Classes: Cleric, Druid, Warlock

Power Word Retch

6th-level enchantment


Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous


You utter a word of power that can compel one creature you can see within range to retch and vomit. If the target has 100 hit points or fewer, it can't move or take reactions until the end of its next turn, and it spends its action on its next turn retching and reeling. A target is unaffected if it lacks a digestive system or is immune to being charmed.


Classes: Bard, Sorcerer, Warlock, Wizard

Festering Wounds

7th-level necromancy


Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute


You unleash mortal devastation upon each creature of your choice in a 20-foot-radius sphere within range. Each creature must make a Constitution saving throw. On a failed save, a creature takes 4d12 necrotic damage, or 6d12 necrotic damage if it is missing any hit points, and is affected by this spell for the duration. On a successful save, a creature takes half as much damage and is not affected. This spell has no effect on constructs or undead.

An affected creature's speed is halved, it has disadvantage on attack rolls and Strength and Dexterity saving throws, and it takes 2d12 necrotic damage at the start of each of its turns.

An affected creature can repeat the saving throw at the end of its turns, ending the spell on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d12 for each slot level above 7th.


Classes: Cleric, Druid, Sorcerer, Wizard, Warlock






Credits

Designer/Writer: Magmyte
Illustrator: TBD
Book References: Player's Handbook, Xanathar's Guide to Everything, Tasha's Cauldron of Everything


The Endless Worm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Aspect of the Devourer

9th-level conjuration


Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a tooth of a cosmic horror)
Duration: Concentration, up to 1 hour


You temporarily draw a small portion of power from a creature from the Far Realm. For the duration, you gain the following benefits:

  • You are immune to being charmed or frightened.
  • You have advantage on Intelligence, Wisdom, and Charisma saving throws.
  • You have resistance to force and psychic damage.
  • As an action, you can lash out with a horrific black tentacle. Make a melee spell attack against a target within 30 feet. On a hit, the target takes 5d10 bludgeoning and 5d10 acid damage, and you gain temporary hit points equal to the acid damage dealt.
  • As an action, you can shock a foe's mental capacities. A creature within 120 feet you can see must make an Intelligence saving throw. On a failed save, it takes 10d10 psychic damage, or half as much on a successful one.

When the spell ends, you must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute.


Classes: Warlock

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