The Sphinx Otherworldly Patron

by ArgenisDBarrios

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The Sphinx

The Sphinx

Living in isolation, sphinxes guard the secrets and treasures of the gods. Many try to seek out these things, and many fail to pass the tests the sphinxes give these supplicants. It is only few that come out the other side triumphant and victorious. Those that do sometimes are granted powers by the guardian sphinxes themselves as their patrons.

Sphinx Magic

1st level Sphinx feature
The Sphinx lets you choose from an expanded spell list when you learn a warlock spell. The following spells are added to the warlock spell list for you. Additionally, the sphinx empowers your damaging cantrips with the essence of its roar. You may replace the damage of your cantrips with Thunder damage if they dont do so already.

Sphinx Expanded Spell List
Spell Level Spells
1st Gift of AlacrityEGW, Detect Evil and Good
2nd Fortune's FavorEGW, Borrowed KnowledgeSCC
3rd Clairvoyance, CatnapXGE
4th freedom of movement, Greater Invisibility
5th Legend Lore, Temporal ShuntEGW
9th Time RavageEGW

Temporal Strand

1st level Sphinx feature
The sphinx has granted you mastery over the sands of time, to alter fate around you as you pull a strand from the past or future to affect the present. When you finish a long rest, roll two d4 and record the numbers rolled. You can add or subtract from the result of any attack roll, saving throw, or ability check made by you or a creature you can see with one of these temporal strand rolls. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, saving throw, or ability check succeeds or fails. You can affect a roll in this way only once per turn.
When you reach certain levels in this class, the size of your temporal strand dice increases: at 6th level (d6), 10th level (d8), and 14th level (d10).
Each temporal strand roll can only be used once. When you finish a long rest, you lose any unused temporal strand rolls.

Time Warp

6th level sphinx feature
The powers granted to you by the sphinx grow and further attune you to the strands of time. You gain the following benefits when you gain this feature:

  • You can add your Charisma modifier to your initiative rolls
  • When you take damage from a creature within 10 feet of you, you may use your reaction to shift time around you. You immediately teleport 15 feet, and the attacking creature's speed is reduced to 0 until the start of your next turn. You can use this feature a number of times equal to half your Charisma modifer, and you regain all expended uses after you finish a long rest.

Gifted Relic

10th level Sphinx feature
The sphinx grants you a boon from the treasure they are sworn to protect, when you gain this feature choose a magic item from the sphinx relic table to be given by your patron. In the table, an item's entry tells you whether the item requires attunement.

Magic Item Attunement
Amulet of Proof against Detection and Location Yes
Lantern of Revealing No
Medallion of Thoughts Yes
Ring of Mind Shielding Yes
Wand of Secrets No
Winged Boots Yes
At your DMs discretion, you may choose a magic item appropriate for you character as opposed to choosing from the list of items available to you.

Chronal Body

14th level Sphinx feature
You embody the very Sphinx that you made a contract with as they empower your connection to time. your physical body no longer ages, and you can't be aged magically. You can still die of old age, however, but you age much slowly. For every 5 years that pass, you age only 1 year. Additionally, You are immune to any affect that would sense your emotion or read your mind, and insight checks made against you have disadvantage.

Artist Credit

Lehlune - Goddess of Intuition and Prophecy by Chauncy Felisz

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