Raven Queen Warlock (Few changes as possible)

by magnetickitty

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Warlock: The Raven Queen (Revised)

Your patron is the Raven Queen, a mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers.

The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes.

Expanded Spell List

The Raven Queen 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.

Raven Queen Expanded Spells
Spell Level Spells
1st False Life, Sanctuary
2nd Silence, Spiritual Weapon
3rd Feign Death, Speak with Dead
4th Ice Storm, Locate Creature
5th Commune, Cone of Cold

Sentinel Spirit

Starting at 1st level, you gain the service of a spirit sent by the Raven Queen to watch over you. You learn the spell Find Familiar, and can cast it without expending a spell slot or material components once per long or short rest. Sentinel familiar animals for example might resemble a raven, representing the queen herself; a vulture or insect, representing decay and the balance of life and death; or a pure animal, representing the purity of life.

Pierce the Veil

Additionally at 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. Your familiar also gains any special vision you have from this class.

At 1st level, you also become proficient in one of the following skills: Perception, Insight, Investigation, or Arcana. Your proficiency bonus is doubled for any ability check you make that uses that skill.

Soul of the Raven

At 6th level, you gain the ability to merge with your sentinel spirit.

You may use this feature a number of times equal to your proficiency modifier, your sentinel spirit must be alive in order to use this feature. You may stay in this form a number of minutes equal to your proficiency modifier times ten. You regain all uses when you complete a long rest. This feature follows the same rules as a druid's Wildshape (see next page), but you may only chose the form your sentinel spirit is currently.

Raven's Shield

At 10th level, the Raven Queen grants you a protective blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Queen's Right Hand

Starting at 14th level, you learn the spell Finger of Death as an additional Mystic Arcanum. You can cast it once without using a Mystic Arcanum, and you regain the ability to do so when you finish a long rest.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature.

Chronicle of the Raven Queen

Prerequisite: Raven Queen patron, Pact of the Tome feature

You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.

Raven Queen’s Blessing

Prerequisite: Raven Queen patron, eldritch blast cantrip

When you score a critical hit with your eldritch blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately gain 1d8 + your Charisma Modifier in hit points.

Raven Queen's Sentinel

Prerequisite: Raven Queen patron, Pact of the Chain feature

Any allies within 15 feet of your Familiar have advantage on saving throws against becoming frightened. This applies even when you are merged with your familiar. You may replace the Sentinel familiar's statistics with any of the pact of chain familiar choices. Additionally you learn the Spare the Dying Cantrip.

Soul of the Raven Expanded Information

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the raven, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the raven. If the raven has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
 

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