Warlock Patron: The Void Mother
To make a pact with the Mother of the Void is to make a deal with darkness. Though few living mortals know the true nature of your patron, you know the pure and profound night that your patron embodies. It fills your body and mind with the pure, calming sense of emptiness that will one day fill the entirety of the mortal realm. Though the sacrifices are great, you can find solace in those that have made similar pacts to your own, and achieve the goals of your great Mother of Darkness together.
Expanded Spell List
The Void Mother 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.
| Warlock Level | Spells |
|---|---|
| 1st | Bane, False Life |
| 3rd | Blindness/Deafness, Wither and Bloom |
| 5th | Bestow Curse, Spirit Guardians (necrotic) |
| 7th | Death Ward, Evard's Black Tentacles |
| 9th | Dispel Evil and Good, Raise Dead |
Black Sacrifice
At 1st level, you must sacrifice a part of yourself as a symbol of your devotion to the Mother of the Void. When you gain this feature, choose one of the following things to sacrifice. The ability is permanent and may not be reversed.
Darkmind. You sacrifice a portion of your own mind, losing a part of what makes you a person with it. In return, the Mother fills your mind with her emptiness. Attempts to read your thoughts automatically fail, and your alignment cannot be determined through magical means. You gain proficiency in two of the following skills: Arcana, History, Nature, or Religion. However, the portion of your mind causes your thoughts to be completely inaccessible; you cannot telepathically communicate or receive telepathic communications from other creatures.
Gloomlock. You rip your tongue from your mouth, offering your speech as a gift to the Mother. In exchange, the mother offers you a tongue of dark, insidious obsidian. Lies spoken by you cannot be detected through magical means, and when you hit a good-aligned creature with your eldritch blast you may choose to deal additional necrotic damage equal to half your proficiency bonus. You gain proficiency in one of the following skills: Deception, Intimidation, Performance, or Persuasion. However, your obsidian tongue rots away your throat. Whenever you succeed on a check with the skill granted by this feature, you take 1d4 necrotic damage.
Nightwatcher. You stab the eyes from your skull to bask in the Mother’s darkness. In exchange, she gifts you voidlike orbs that enhance your sight. You are permanently under the effects of the Detect Magic spell. Additionally, you can sense whether a creature is hostile, neutral, or friendly towards you
by looking at it. You gain proficiency in one of the following skills: Insight or Perception. However, your eyes are not adapted to bright lights. You have disadvantage on Wisdom (Perception) checks to see things in sunlight or magical light.
Nullguard. You tear an arm from your torso as an offering to your patron. In exchange, she offers you an arm made of inky blackness. You gain proficiency in martial weapons and shields. At the start of each of your turns (no action required) you may shift your arm to become any mundane weapon or shield you are proficient in. Your arm may count as a pact weapon for the Pact of the Blade feature. Additionally, you gain one of the following skills: Athletics or Sleight of Hand. However, your arm hungers for blood and often shoots violent impulses through you. You have disadvantage on checks made to convince other creatures you are not hostile, and when a creature you are neutral or hostile towards has an open wound, you must make a DC 5 Wisdom saving throw the first time you see them in a day or attack that creature.
Shadesprinter. You sever your legs from your body so you
may fall into your Mother’s void. In exchange, she offers you a pair of legs that dissolve into darkness. Your speed increases by 10 feet, and creatures have disadvantage on opportunity attacks against you. When you cast a levelled spell on your turn, you may use a bonus action on that same turn to Dash. Additionally, you gain one of the following skills: Acrobatics or Athletics. However, the power that your legs provide can at times be difficult to contain. When you fall prone, you take 1d6 necrotic damage.Shadowhusk. You flay the skin from your body, exposing yourself to your patron’s emptiness. It gifts you skin made of pure night to shield yourself. You may add your Charisma modifier instead of your Dexterity modifier when you would add it to your Armor Class. Additionally, your melee attacks and eldritch blasts deal double damage to objects and structures. Finally, you gain proficiency in one of the following skills: Athletics, Intimidation, or Constitution checks. However, the inky darkness that covers your entire body is hard to hide. You cannot be disguised through magical or nonmagical means, though you can still turn invisible. Additionally, you have disadvantage on Charisma (Persuasion) checks made against good-aligned creatures.
Dark Retribution
Redemption of the Darkness
Beginning at 10th level, you can redeem those who fall around you in the eyes of the Void Mother. As a reaction when a humanoid within 30 feet of you that you can see drops to 0 hit points, you may offer them a chance at redemption. The creature raises as a thrall under your control. The statistics for the creature are listed below. You have control of this creature for 1 hour, and when the hour concludes the creature leaves you to go on a pilgrimage of its own for your dark patron. While you have control of the creature, it acts on your initiative count and obeys your mental commands (no action required). Once you use this ability, you may not use it again until you finish a long rest.
Void Thrall
Medium aberration, neutral evil
- Armor Class 11 + your proficiency bonus
- Hit Points 3 x your warlock level
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
- Damage Resistances necrotic
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 10
- Languages the languages it previously knew
- Challenge -
Extension of Emptiness. While the thrall is under your control, you may cast your Warlock spells as though they are originating from the thrall, though you must still be able to see the target if necessary.
Actions
Multiattack. The thrall makes two Dark Touch or Necrotic Bolt attacks.
Dark Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your charisma modifier necrotic damage.
Necrotic Bolt. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + your charisma modifier necrotic damage.Bonus Actions
Void Step (Recharge 5-6). The thrall teleports to an unoccupied space within 60 feet that it can see.
Devotion to Nothingness
At 14th level, the sacrifice you made at the beginning of your patronage is enhanced once more. You gain one of the following abilities which must be the same as the one taken in the Black Sacrifice feature.
Darkmind. Your mind grows strong enough to form networks between your allies and reinforce your own mind. You have advantage on attack rolls on a target if an ally of yours is within 15 feet of it. Additionally, you are immune to the Charmed and Frightened conditions.
Gloomlock. Your obsidian tongue gifts you with loquaciousness beyond normal humanity and reinforces your spellcasting. You gain expertise in one of the following skills: Deception, Intimidation, Performance, or Persuasion. Additionally, once per long rest when you expend a Warlock spell slot, you can choose not to expend it. Finally, you may choose to deal 1d4 necrotic damage to a creature each minute that they can hear you speak.
Nightwatcher. Your eyes become deep wells of darkness that entrance those that look too deep within them. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks. Additionally, you may cast Charm Person at will so long as that creature can see your eyes, and a creature charmed by you must spend all of their movement to move as close as possible to you. Finally, when you attack a creature that is charmed by you, you deal an additional 4d6 necrotic damage and learn one secret about them.
Nullguard. Your arm reinforces into an even deadlier implement. When you finish a short rest, you may transfer the properties of one magical weapon into your arm. Your arm may only have one magic item’s properties at once, and you may choose to return the properties to the item when you finish a short rest. Additionally, your attacks with your arm score a critical hit on a roll of 19 or 20, and you regain a number of hit points equal to your Warlock level when you reduce a creature to 0 hit points.
Credits
Subclass by hulkvader | Character by meatgrinder
Shadesprinter. Your legs become swirling shadows, capable of darting across the battlefield. Your speed increases by 10 feet, and when you take the Dash bonus action granted by Black Sacrifice, you can move through other creatures and objects as if they were difficult terrain until the end of your turn. You take 5 (1d10) force damage if you end your turn inside an object. Once per turn when you move through a creature in this way, it takes 3d6 necrotic damage. Additionally, you are immune to difficult terrain and your speed cannot be reduced in any way.
Shadowhusk. Your skin becomes solid darkness, as impenetrable as steel. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your hit point maximum increases by an amount equal to your level. Additionally, your form cannot be altered against your will. Finally, when you take damage, you may choose to gain resistance to one of the damage types of the triggering attack. This resistance lasts until the end of your next turn. You may use this reaction a number of times equal to your Charisma modifier, regaining all expended uses on a long rest.