5e Caretaker - Warlock 2.2
5e Caretaker - Warlock 2.2
5e Caretaker - Warlock 2.2
Andreas Kyle
Walters Carty
Metal Weave Games
Credits
Creative Director Social Media
Andreas Walters If you like what you see and want to be kept
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Kyle Carty Or join our discord to join the community.
Andreas Walters
Editing
Carol Darnell
Cover Art
Nakano Art Follow the creator
Andreas
Artists
Nakano Art
Vincent Yau
Published by
Metal Weave
Games
Copyright
© 2019 Metal Weave Games
BABY BESTIARY and its logo are trademarks of Metal Weave Games in the
U.S.A. and other countries. This material is protected under the copyright
laws of the United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without
the express written permissionof Metal Weave Games. This product is a
work of fiction.
Visit us at https://www.metalweavegames.com
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
2.
Table of Contents
Introduction
Guardian of Rebirth
(Phoenix)
Summary of Changes
Guardian of Sunset
Caretaker Warlock Class (Couatl)
3.
Welcome seekers and travelers,
It appears that you have tumbled into the greatest responsibility of your life: the protection and rearing of a
powerful and majestic creature. You care for and protect the creature, and in-return for your kindness, you
will be granted some of its growing power.
In these pages, I will attempt to glean answers to any questions you may have, but...my time is short and
your egg will soon hatch. Now, listen closely...
4.
A Patron Two Ways Protector of the Hatchling
Granted by the Patron Insignis class feature, you are Whether the patron was born in your hands or
in possession of your patron and are its guardian discovered on your adventures, you are now the
and caretaker. We leave it up to you and your GM to protector of a young legendary creature.
decide whether your patron takes the form of an egg Battle Hatchling
or a hatchling. We must emphasize that the baby patron is not
intended to be a fighting companion of any sort.
Protector of the Egg That said we know that there are exceptions and
Mysterious yet, comforting. You are in possession that there may be times when the patron will be
of an egg that will, one day hatch into a powerful threatened.
creature and patron. It is your duty to protect and
care for your patron-egg. If you’d like to create a statblock for the patron, you
can utilize the baby beast companion rules rules
The Egg earlier in this book.
The patron egg is considered a small object
(bordering on Tiny), with an AC of 18 and has 24 hp
(8d6). Option 1: Shared Health
The egg is quite durable and has resistance to all Your life and the life of your patron are intertwined.
damage except bludgeoning damage, any damage You and the patron share the caretaker’s hit points.
sustained will chip at its protective exterior but will Any damage that the patron would take is instead
not crack the egg. Only when the egg reaches 0 HP, taken by the caretaker. If you and the patron are
does the egg break and the warlock loses all of their both caught in an area of effect, you do not take
bestowed abilities. damage twice. If you die, the patron will eventually
die as well, unless the patron finds a new, willing
Optional: Healing the Egg caretaker within one month.
While the egg’s HP can be restored with magic. It
can also be restored when immersed in its ideal Option 2: Independent Health
environment. the egg will restore 1 hp per two hours Your patron is a small or tiny creature, with an AC of
of immersion (or 4 hp per long rest, 8 hours). 18 and has 24hp (8d6). The patron can benefit from
both natural and magical healing. When the patron
Hatching the Egg reaches 0 hit points, the patron will fall unconscious
You should talk to your GM and establish some and the player will lose all of their bestowed
understanding on how soon you (the player) would abilities.
like your egg to hatch. Some adventurers can go
an entire career carrying their egg, only to hatch
at level 20. Others may have their egg hatch mid-
adventure.
5.
Summary of Changes Table: Renamed Warlock
Invocations
In this section we detail the core changes that we
have made to the base warlock class in order to create New Name Old Name
the Caretaker Warlock. Past this section, we write-out
the entire Caretaker Warlock as a class so that it can Adapt Appearance Mask of Many Faces
be solely used to create a character.
Adapt Form Master of Myriad Forms
6.
New Base Invocations
Invocations Prerequisites Effect
Illuminating Glow You can cast faerie fire at will, without expending a spell slot.
Sleepless Guardian Whenever you rest with your patron, you are protected by the alarm spell
originating from the patron.
Patron's 9th level You can cast spirit guardians once using a warlock spell slot. You can’t do
Manifestation so again until you finish a long rest. These guardians take the form of your
patron.
7.
Caretaker Warlock
Class Features
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5)
+ Constitution modifier per warlock level
after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana,
Handle Animal, History, Insight,
Investigation, Nature,
and Religion.
Spells Known of 1st Level and Higher If an you are within 60 feet from your patron, you
gain Darkvision and a bonus to your Perception
At 1st level, you know two 1st-level spells of your
equal to your Charisma modifier.
choice from the warlock spell list.
Entrusted Blade
The Spells Known column of the Warlock table
shows when you learn more warlock spells of your You can use your action to summon your entrusted
choice of 1st level and higher. A spell you choose weapon in your empty hand. You can choose the
must be of a level no higher than what’s shown in form that this melee weapon takes each time you
the table’s Slot Level column for your level. When create it (see the Weapons section of the Players
you reach 6th level, for example, you learn a new Handbook for weapon options). You are proficient
9.
with it while you wield it. This weapon counts as Entrusted Servant
magical for the purpose of overcoming resistance Replaces Pact of the Chain
and immunity to nonmagical attacks and damage. The patron’s power has attracted others to it’s side.
Your bestowed weapon disappears if it is more This particular familiar has pledged it’s service to
than 5 feet away from you for 1 minute or more. It you and the care of the patron (the familiar is still
also disappears if you use this feature again, if you counts a summoned familiar mechanically).
dismiss the weapon (no action required), or if you or You learn the find familiar spell and can cast it as a
your patron dies. ritual. The spell doesn’t count against your number
You can transform one magic weapon into your of spells known.
bestowed weapon by performing a special ritual Additionally, when you take the Attack action, you
while you hold the weapon. You perform the ritual can forgo one of your own attacks to allow your
over the course of 1 hour, which can be done during familiar to make one attack with its reaction. This
a short rest. You can then dismiss the weapon, familiar is also capable of caring for the egg for
shunting it into an extradimensional space, and an extended absense. Though not longer than one
it appears whenever you create your entrusted week.
weapon thereafter. You can’t affect an artifact or
a sentient weapon in this way. The weapon ceases Entrusted Shield
being your entrusted weapon if you or your patron You can use your action to summon your entrusted
dies, if you perform the 1-hour ritual on a different shield in your empty hand. You can choose the form
weapon, or if you use a 1-hour ritual to break your that this shield takes each time you create it (see the
bond to it. The weapon appears at your feet if it is in Armor section of the Players Handbook for shield
the extradimensional space when the bond breaks. options). You are proficient with it while you wield
it. This shield counts as magical, and you gain a +2
bonus on Constitution saves against spells and other
magical effects.
This ability functions just like the Entrusted Blade in
all other features.
Entrusted Tome
Your patron manifests for you, a grimoire. When
you gain this feature, choose three cantrips from
any class’s spell list (the three needn’t be from the
same list). While the book is on your person, you
can cast those cantrips at will. They don’t count
against your number of cantrips known. If they
don’t appear on the warlock spell list, they are
nonetheless warlock spells for you.
If you lose your grimoire, you can perform a 1-hour
ceremony to receive a replacement from your
patron. This ceremony can be performed during a
short or long rest, and it destroys the previous book.
The book turns to ash when you or your patron dies.
10..
10
Mystic Arcanum (6th level) Parting Gift
At 11th level, your patron bestows upon you a Replaces Eldritch Master
magical secret called an arcanum. Choose one Depending on how you’ve played, your patron will
6th-level spell from the warlock spell list as this either: (a) the egg has finally hatched with the young
arcanum. patron capable of ascending on it’s own, or (b) the
young patron has grown old or powerful enough to
You can cast your arcanum spell once without
ascend on it’s own.
expending a spell slot. You must finish a long rest
before you can do so again. Upon leaving your patron bestows it’s final gift upon
you. Naming you it’s emissary.
At higher levels, you gain more warlock spells of
your choice that can be cast in this way: one 7th- You gain a permanent enhance ability effect to the
level spell at 13th level, one 8th-level spell at 15th ability you choose (select from the list below).
level, and one 9th-level spell at 17th level. You regain
(a) Bear’s Endurance. You have advantage on
all uses of your Mystic Arcanum when you finish a
Constitution checks and also gain 25 hit points.
long rest.
(b) Bull’s Strength. You have advantage on
Mystic Arcanum (7th level) Strength checks, and his or her carrying capacity
At 13th level, your patron bestows upon you a doubles.
magical secret called an arcanum. Choose one (c) Cat’s Grace. You have advantage on Dexterity
7th-level spell from the warlock spell list as this checks and do not take damage from falling 50
arcanum. feet or less if you are not incapacitated.
You can cast your arcanum spell once without (d) Eagle’s Splendor. You have advantage on
expending a spell slot. You must finish a long rest Charisma checks. You can also cast calm emotions
before you can do so again. at will.
At higher levels, you gain more warlock spells of (e) Fox’s Cunning. You have advantage on
your choice that can be cast in this way: one 8th- Intelligence checks and you can speak all
level spell at 15th level, and one 9th-level spell languages.
at 17th level. You regain all uses of your Mystic
Arcanum when you finish a long rest. (f ) Owl’s Wisdom. You have advantage on
Wisdom checks and are proficient in 2 additional
Mystic Arcanum (8th level) knowldge skills.
At 15th level, your patron bestows upon you a Additionally, once per month you can call upon
magical secret called an arcanum. Choose one your patron at a time of need. This work like the
8th-level spell from the warlock spell list as this cleric’s Divine Intervention ability, but succeeds
arcanum. automatically with no roll required. This ability can
You can cast your arcanum spell once without only be used once per month and the patron can not
expending a spell slot. You must finish a long rest persist longer than 48 hours before returning back
before you can do so again. to their home.
At 17th level, you gain a 9th-level warlock spell of
your choice that can be cast in this way. You regain
all uses of your Mystic Arcanum when you finish a
long rest.
11..
11
Table: Bestowed Invocations
Invocations Prerequisites Effect
Adapt Appearance You can cast disguise self at will, without expending a spell slot.
Adapt Form 15th level You can cast alter self at will, without expending a spell slot.
Aquatic Affinity Dragon Turtle Patron You gain the shape water cantrip. In addition you can breath water.
Ascendant Step 9th level You can cast levitate on yourself at will, without expending a spell slot or
material components.
Aura of Perception Entrusted Awareness Allies who remain within 20 feet of the patron also gain a bonus to their
Perception equal to half your Charisma modifier. They lose this benefit
when they leave the patrons radius.
Aura of Vision Entrusted Awareness Allies who remain within 20 feet of the patron also gain Darkvision. They
lose this benefit when they leave the patron's radius.
Banish the 7th level, Couatl You can cast Aura of Purity once using a warlock spell slot. You can’t do so
Unnatural Patron again until you finish a long rest.
Beast Speech You can cast speak with animals at will, without expending a spell slot.
Bewitching 7th Level You can cast compulsion once using a warlock spell slot. You can’t do so
Whispers again until you finish a long rest.
Binding Chains 15th level, Entrusted You can cast hold monster at will — targeting a celestial, fiend, or elemental
Servant feature — without expending a spell slot or material components. You must finish a
long rest before you can use this invocation on the same creature again.
Blessing of the Couatl Patron You can cast purify food and drink at will, without expending a spell slot.
Ancient Waters
Bolster Vitality You can cast false life on yourself at will as a 1st-level spell, without
expending a spell slot or material components.
Book of Imparted Entrusted Tome You can now inscribe magical rituals in your grimoire. Choose two 1st-level
Knowledge feature spells that have the ritual tag from any class’s spell list (the two needn’t be
from the same list). The spells appear in the book and don’t count against
the number of spells you know.*
Charming Influence You gain proficiency in the Deception and Persuasion skills.
Confer Misfortune You can cast bane once using a warlock spell slot. You can’t do so again until
you finish a long rest.
Defensive Leap Entrusted Shield If an ally within 10 feet is going to be attacked, you can leap to their aid
taking the hit for them.
Dragons Roar Dragon Patron, Extend the range of thunderclap to a 10ft circle.
thunderclap cantrip
Elemental Ally 9th level You can cast conjure elemental once using a warlock spell slot. You can’t do
so again until you finish a long rest.
Encite Confusion 7th Level You can cast confusion once using a warlock spell slot. You can’t do so again
until you finish a long rest.
Enhanced Vision You can see normally in darkness, both magical and nonmagical, to a
distance of 120 feet.
Enlightened Eyes 15th level You can see the true form of any shapechanger or creature concealed by
illusion or transmutation magic while the creature is within 30 feet of you
and within line of sight.
Eyes of the Rune You can read all writing.
Keeper
Far Blast eldritch blast cantrip When you cast eldritch blast, its range is 300 feet.
Feel Magic You can cast detect magic at will, without expending a spell slot.
Flaming Defense 7th level, Phoenix You can cast wall of fire once using a warlock spell slot. You can’t do so again
Patron until you finish a long rest.
Force New Form 7th Level You can cast polymorph once using a warlock spell slot. You can’t do so again
until you finish a long rest.
Hamper Movement 5th level You can cast slow once using a warlock spell slot. You can’t do so again until
12..
12 you finish a long rest.
Invocations Prerequisites Effect
Healing Flames Phoenix Patron, You and your gear take no damage from your bonfire. If you pass through
create bonfire Cantrip or stand in your bonfire, you regain hit points equal to your Charisma
Modifier.
Illuminating Glow You can cast Faerie Fire at will, without expending a spell slot.
Imparted Agression 5th level, Entrusted You can attack with your entrusted weapon twice, instead of once,
Blade feature whenever you take the Attack action on your turn.
Intimidating Roar 9th level, Dragon You can cast cause fear once using a warlock spell slot. You can’t do so again
Patron, thunderclap until you finish a long rest.
cantrip
Mark the Enemy 5th level You can cast bestow curse once using a warlock spell slot. You can’t do so
again until you finish a long rest.
Mindlink You can use your action to touch a willing humanoid and perceive through
its senses until the end of your next turn.
Misty Visions You can cast silent image at will, without expending a spell slot or material
components.
Nature's Couatl Patron You are trained in the Nature skill and you gain the druidcraft cantrip spell
Connection
Observant Eye 15th level You can cast arcane eye at will, without expending a spell slot.
One with Shadows 5th level When you are in an area of dim light or darkness, you can use your action
to become invisible until you move or take an action or a reaction.
Patron's Armor You can cast mage armor on yourself at will, without expending a spell slot
or material components.
Patron's 9th level You can cast spirit guardians once using a warlock spell slot. You can’t do so
Manifestation again until you finish a long rest.
Phoenix Adept Phoenix Patron Gain the sacred flame and control flames cantrip
Phoenix Fire Phoenix Patron, Sacred flames deals both radiant and fire damage equally (so 1d8 deals 1d4
sacred flame cantrip fire and 1d4 radiant). In adition your flames burn damaged targets for an
additional round dealing your Charisma Modifier in fire damage.
Powerful Blast eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it
deals on a hit.
Powerful boost 9th level You can cast jump on yourself at will, without expending a spell slot or
material components.
Reactive Shell 9th level, Dragon You can cast blade ward as an immediate reaction (prior to taking damage).
Turtle Patron, blade You can’t do so again until you finish a long rest.
ward cantrip
Repelling Blast eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to
10 feet away from you in a straight line.
Resilient Shell Dragon Turtle Patron, Blade ward lasts an additional round.
blade ward cantrip
Restorative Flames 5th level, Phoenix You can cast healing word once using a warlock spell slot. You can’t do so
Patron again until you finish a long rest.
Searing Wounds 12th level, Entrusted When you hit a creature with your pact weapon, the creature takes extra
Blade feature damage equal to your Charisma modifier (minimum 1). The type of damage
dealt depends on your patron.
Sharp Shell 5th level, Dragon Blade ward reflects the damage ignored back at the attacker
Turtle Patron, blade
ward cantrip
Sleepless Guardian Whenever you rest with your patron, you are protected by the alarm spell
originating from the patron.
Wall of Shields Entrusted Shield, You can cast wall of force once using a warlock spell slot. You can’t do so
12th level again until you finish a long rest.
Whispers of the 9th level You can cast speak with dead at will, without expending a spell slot.
Grave
13..
13
Adapt Appearance Blessing of the Ancient Waters
Effect: You can cast disguise self at will, without Prerequisite: Couatl Patron
expending a spell slot.
Effect: You can cast purify food and drink at will,
Adapt Form without expending a spell slot.
Prerequisite: 15th level
Bolster Vitality
Effect: You can cast alter self at will, without
Effect: You can cast false life on yourself at will as
expending a spell slot.
a 1st-level spell, without expending a spell slot or
Augmented Vision material components.
Effect: You can see normally in darkness, both Book of Imparted Knowledge
magical and nonmagical, to a distance of 120 feet.
Prerequisite: Entrusted Tome
Aquatic Affinity Effect: You can now inscribe magical rituals in your
Prerequisite: Dragon Turtle Patron Entrusted Tome. Choose two 1st-level spells that
have the ritual tag from any class’s spell list (the two
Effect: You gain the shape water cantrip. In addition needn’t be from the same list). The spells appear
you can breath water. in the book and don’t count against the number
of spells you know. With your Entrusted Tome in
Ascendant Step hand, you can cast the chosen spells as rituals. You
Prerequisite: 9th level can’t cast the spells except as rituals, unless you’ve
Effect: You can cast levitate on yourself at learned them by some other means. You can also
will,without expending a spell slot or material cast a warlock spell you know as a ritual if it has the
components. ritual tag.
On your adventures, you can add other ritual spells
Aura of Perception to your Entrusted Tome. When you find such a spell,
Prerequisite: Entrusted Awareness you can add it to the book if the spell’s level is equal
Effect: Allies who remain within 20 feet of the to or less than half your warlock level (rounded up)
patron also gain a bonus to their Perception equal to and if you can spare the time to transcribe the spell.
half your Charisma modifier. They lose this benefit For each level of the spell, the transcription process
when they leave the patrons radius. takes 2 hours and costs 50 gp for the rare inks
needed to inscribe it.
Aura of Vision Charming Influence
Prerequisites: Entrusted Awareness
Effect: You gain proficiency in the Deception and
Effect: Allies who remain within 20 feet of the Persuasion skills.
patron also gain Darkvision. They lose this benefit
when they leave the patron’s radius. Confer Misfortune
Effect: You can cast bane once using a warlock spell
Banish the Unnatural slot. You can’t do so again until you finish a long rest.
Prerequisites: 7th level, Couatl Patron
Effect: You can cast aura of purity once using a
Defensive Leap
warlock spell slot. You can’t do so again until you Prerequisites: Entrusted Shield
finish a long rest. Effect: When an ally within 10 feet of you is about
to be attacked (prior to an attack roll), you can
Beast Speech sacrifice your next move action to summon your
Effect: You can cast speak with animals at will, shield and dive to their aid. You become the new
without expending a spell slot. recipient of the attack and you use your AC bonus
(with shield) to determine whether you take any
Bewitching Whispers effects of the attack.
Prerequisite: 7th Level
Effect: You can cast compulsion once using a warlock
Dragons Roar
spell slot. You can’t do so again until you finish a Prerequisites: Dragon Patron, thunderclap cantrip
long rest. Effect: Extend the range of thunderclap to a 10ft circle.
14..
14
Elemental Ally Illuminating Glow
Prerequisite: 9th level Effect: You can cast faerie fire at will, without
expending a spell slot.
Effect: You can cast conjure elemental once using a
warlock spell slot. You can’t do so again until you Imparted Agression
finish a long rest.
Prerequisite: 5th level, Entrusted Blade
Enhanced Vision Effect: You can attack with your pact weapon twice,
Effect: You can see normally in darkness, both instead of once, whenever you take the Attack action
magical and nonmagical, to a distance of 120 feet. on your turn.
Far Blast Effect: You can cast cause fear once using a warlock
spell slot. You can’t do so again until you finish a
Prerequisite: eldritch blast cantrip long rest.
Effect: When you cast eldritch blast, its range
is 300 feet. Mindlink
Effect: You can use your action to touch a willing
Feel Magic humanoid and perceive through its senses until
Effect: You can cast detect magic at will, without the end of your next turn. As long as the creature is
expending a spell slot. on the same plane of existence as you, you can use
your action on subsequent turns to maintain this
Flaming Defense connection, extending the duration until the end
Prerequisite: 7th level, Phoenix Patron of your next turn. While perceiving through the
other creature’s senses, you benefit from any special
Effect: You can cast wall of fire once using a warlock senses possessed by that creature, and you are
spell slot. You can’t do so again until you finish a blinded and deafened to your own surroundings.
long rest.
Misfortune
Force New Form Prerequisite: 5th level
Prerequisite: 7th Level
Effect: You can cast bestow curse once using a
Effect: You can cast polymorph once using a warlock warlock spell slot. You can’t do so again until you
spell slot. You can’t do so again until you finish a finish a long rest.
long rest.
Misty Projections
Hamper Movement Effect: You can cast silent image at will, without
Prerequisite: 5th level expending a spell slot or material components.
Effect: You can cast slow once using a warlock spell
slot. You can’t do so again until you finish a long rest. Nature’s Connection
Prerequisite: Couatl Patron
Healing Flames Effect: You are trained in the Nature skill and you
Prerequisite: Phoenix Patron, create bonfire cantrip gain the druidcraft cantrip spell
Effect: You and your gear take no damage from your
bonfire. If you pass through or stand in your bonfire, Observant Eye
you regain hit points equal to your Charisma Prerequisite: 15th level
Modifier. You can only heal 10 hp per day using this Effect: You can cast arcane eye at will, without
method. expending a spell slot.
15..
15
Patron’s Armor Restorative Flames
Effect: You can cast mage armor on yourself at Prerequisite: 5th level, Phoenix Patron
will, without expending a spell slot or material
Effect: You can cast healing word once using a
components.
warlock spell slot. You can’t do so again until you
Patron’s Manifestation finish a long rest.
Prerequisite: 9th level Searing Wounds
Effect: You can cast spirit guardian once using a Prerequisite: 12th level, Entrusted Blade
warlock spell slot. You can’t do so again until you
Effect: When you hit a creature with your pact
finish a long rest. These guardians take the form of
weapon, the creature takes extra damage equal to
your patron.
your Charisma modifier (min. 1). The type of damage
Phoenix Adept dealt depends on your patron.
Prerequisite: Phoenix Patron Sharp Shell
Effect: Gain the sacred flame and control flames Prerequisite: 5th level, Dragon Turtle Patron, blade
cantrip. ward cantrip
Resilient Shell
Prerequisite: Dragon Turtle Patron,
Effect: Blade Ward cantrip blade ward lasts an
additional round.
16..
16
Table: How Did You Acquire Your Patron
Roll
Roll Result
1d12
You found your patron for sale at a black market. When you became aware of one another the
1
connection was instant. Did you purchase your patron or did you obtain them in another way?
While seeking shelter from a storm, you and the patron ended up in the same safe spot. You
agreed to share the space while you waited out the storm. During the night, you two struck up
2
a conversation and learned of one another’s needs. You agreed to become caretaker and patron,
and the pair of you have worked together ever since.
The patron’s parents became aggressive and had to be put down. You chose to adopt the creature
3 instead of leaving it. Your relationship started off rocky. Has it smoothed out since then, or are
things still tense at times?
You found the patron’s egg (or its infant form) in the lair of a spellcaster. It appeared as though
4 the spellcaster was going to attempt a ritual on the egg before you defeated them. You cared for
the egg and the creature imprinted on you.
On a starlit night in the wilds, you heard a lonesome song across the night air. When you found
5 the source of this harrowing melody, you discovered the patron. What was your patron so
forlorn about? Why did you decide to help it?
Your patron was being chased by other, larger creatures that wished to eat it. You intervened and
6 saved them. Over the course of this battle you learned your own abilities were not enough. Your
patron offered you a deal and you accepted, becoming their caretaker.
An adult version of your patron appeared before you, juvenile patron by their side. They forced
7 your patron upon you, insisting that you help raise it and become its servant. You survived
because you agreed to their terms unconditionally.
A friend of yours was the original warlock for your patron. Unfortunately, they died. Why did
8 you become the patron’s new caretaker? Does the patron attempt to hide how desperately they
miss your friend? How has this affected your relationship?
While traveling, you awoke one night to find the patron in your rucksack, devouring your rations
and other supplies. The famished creature was initially hostile if you attempted to get your food
9
back. How did you make them trust you? Did you offer more food? Perhaps some water? What
about this interaction endeared you enough to become a caretaker?
Your patron sought out you in particular. Perhaps they arrived on your doorstep or at your
campsite one morning and demanded you swear a pact with them. Why were you chosen?
10
Do you even know? Work out the reason with your Dungeon Master and determine if your
character is aware of it.
You and your patron died at the exact same time. Both of your deaths were unplanned accidents
and the deity of death apologized to you both personally. Unfortunately, they could not revive
11
you both without intermingling your souls. Now you and the patron are forever connected. How
do the both of you feel about this arrangement?
While sleeping one night, you had a strange dream. In the dream, the patron reached out to
12 you, asking for your help. Did you try to ignore the dream or readily embrace it? Regardless, you
sought out the patron through these mysterious portents and eventually found one another.
17..
17
Table: Patron Mishaps
Roll
Roll Result
1d20
Your Patron, the gumptious familiar, has recently developed extreme overconfidence. It takes daring leaps, challenges
1
larger foes, and performs other foolhardy but “brave” deeds for the next two weeks.
Your Patron, the smart little scamp, has learned its first word or has learned to mimic a word. Unfortunately, its word
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of choice is particularly creepy or profane. Your Patron often uses it at the worst possible times.
Your Patron, in all its infinite wisdom, has gotten its head (or another appendage) stuck in something. It might be the
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boughs of a tree, it might be a box, it may even be the fragile vase that you just recovered from a monster’s horde.
Your Patron, the energetic little tyke, has found a new chew toy that it cannot bear to part with. Unfortunately, it is an
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important piece of your equipment, such as a boot, the leather strap of your breastplate, or your arcane focus.
You are awoken late at night to a loud clattering and clamoring. Your Patron, bless its soul, has knocked over literally
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everything in your room or campsite while running around at three in the morning.
Your Patron, the finicky friend, has become a picky eater. For the next week, it only wants to eat one specific type of
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food prepared in one specific way. It balks at anything else you attempt to feed it, even if it needs it to grow up strong.
Your Patron, ever alert, stares off in the distance every night for the remainder of the current adventure. Even though
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you can clearly see that it is looking at nothing you cannot shake the feeling that something is there.
Your Patron, thinking itself playful, has taken something incredibly valuable of yours and hidden it. Depending on its
8 species, the hiding place varies. Phoenix Patrons might favor under campfires or in trees, while couatl Patrons might
hide things in bushes or burrows.
Your Patron, the spirited devil, has its own recurring nemesis. Unfortunately, it is its own reflection. It attempts to
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attack mirrored versions of itself in rivers, mirrors, and other reflective surfaces.
You awake at night unable to breathe. Your Patron, the cuddly friend, has decided to rest itself over your mouth and
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nose. It is sound asleep and you are running out of air.
You wake in the morning to find that your Patron, the sly scoundrel, is nowhere to be found. After searching
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everywhere, you find it snug and asleep in your closed backpack.
Your Patron runs directly into the next door you approach at full speed. Depending on its size and strength, there is a
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good chance that it destroys the door.
Your Patron, the playful beast, has developed a new game. The game consists of taking things you love and pushing
13 them off high places. The game can occur anywhere. Such venues include tree stumps, the table at a tavern, or even
bottomless chasms! Whatever is nearby will do!
Your Patron, loyal to the end, has decided that your personal space is irrelevant. Any time you need a moment of
14 privacy, such as when you relieve yourself or during a confession of love, your Patron is sure to follow and make its
presence know. Loudly. Repeatedly.
Your Patron, your friend-til-the-end, begins to shout at something much larger and much more dangerous than it.
15 The moment it gains the attention of its target, it promptly runs behind you and graciously allows you deal with the
problem.
Your Patron, your lifelong bosom buddy, grows impatient. The next time it wants your attention and you don’t readily
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give it, regardless of your reason, it gently puts an armed appendage on your face as if to say “Listen, buddy.”
Your Patron, who’s normally so well-behaved, has really taken a liking to an important person you’ve recently met.
17 Unfortunately, your Patron’s advances make the recipient anxious as they have a negative history with those types of
creatures. Your Patron does not seem to notice and continues to try to befriend them.
Your Patron, who loves to share, has developed a passion for sharing meals. More specifically, it wants to share your
18 meals. Any time you try to eat, especially if you don’t put your fork directly into your mouth, your Patron attempts to
eat your food.
Your Patron, who’s never been like this before, has been causing trouble in town. Its bad behavior has drawn the ire of
19
the locals, who grow increasingly agitated with its behavior and want you to deal with it.
You Patron, who’s sweet and attached to you, does not want you to leave it alone or head into danger. Any time you
20 attempt to leave it behind or head into a dangerous situation, your Patron attempts to impede you. Whether it bites at
your pant leg, blocks the door, or makes an effort to prevent your action in some way.
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Guardian of Rebirth
Your patron needs you just as much as you need them.
The phoenix chick saved you and you saved them. In
exchange for the love, affection, and succor that you
give the phoenix, it imparts you with what powers it
can spare. As it grows up and recovers its might, the
power it offers grows in strength and size as well. The
phoenix may make difficult requests of you, but it
is not actively antagonistic in the same way that the
Fiend or the Archfiend may be.
Hatchling Quirks
The following quirks are unique to Phoenix Chick
Patrons.
Roll
Phoenix Hatchling Quirks
1d6
The phoenix’s flames grow in strength as the sun reaches its zenith and weaken as the sun sets.
1 At night, the phoenix gets quite chilly and loves to snuggle up with its warlock or another ally to
stay warm.
The phoenix enjoys swimming in boiling water or soups. During meal time it happily floats
2 around in the stewpot and gets huffy if it is taken out. It will spend the rest of the night sulking
in the campfire.
The phoenix refuses to eat uncooked foods. Any bugs that it catches are first char-broiled before
3 they are eaten. Particularly finicky phoenix chicks will attempt to steal spices, such as hot
peppers, to flavor their meal.
The phoenix is plumper than most phoenix chicks. It loves flying and attempts to jump off of
4 things with great frequency, experiencing mixed results. It remains plump for the rest of its life
but becomes an exceptionally strong flier.
The phoenix is incredibly anxious at all times. It panics during rainstorms and sticks close to the
5 warlock, preferring to hide in their clothes.
The phoenix thinks that its warlock is somewhat weak. It will occasionally attract trouble in
6 order to “test and strengthen” its warlock.
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Spell Playful Flame
Spells Upon reaching 6th level, the playtime shared
Level
between you and the phoenix chick develops a
1st burning hands, healing word
special, tangible power. If you and up to five friendly
2nd continual flame, lesser restoration creatures spend at least 10 minutes during a short
3rd feign death, revivify or long rest playing with the phoenix chick, each
creature gains temporary hit points equal to half
4th death ward, fire shield your warlock level + your Charisma modifier.
5th flame strike, greater restoration
On Burning Wings
Phoelarch Body At 10th level, you gain the ability to sprout wings
Starting at 1st level, your connection to the phoenix of flame. As a bonus action, you gain a 40-foot fly
chick is formed but is very weak. Your skin is tinged speed for a number of minutes equal to your levels
with red and your hair shimmers like flame when in this class. You can end this effect at any time
you cast spells. Your hit point maximum increases without using an action. While active, you must
by 1 and increases by 1 again whenever you gain a spend your fly time in one minute increments. You
level in this class. Additionally, you gain resistance regain all of your used flying time after finishing a
to fire damage. long rest.
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Guardian of Sunset
Guardians of the divine and untenable, couatls are a
delicate, yet fastidious species that, thanks to their
celestial nature, quite literally embody goodness.
Breeding rarely, young couatls, known as couatl
neonates, are often in great danger as the auspices of
their birth usually mean at least one of their parents
is in mortal danger. In cases where both parents
perish before the egg hatches, these highly intelligent
creatures will seek out an individual to broker a
deal with. Their terms are fair and their preferences
picky. Warlocks of couatl neonates find that they
value fastidiousness, are disappointed when their
warlocks lie or withhold information, and seek to
find their purpose in life.
Roll
Couatl Neonate Quirks
1d6
The couatl’s wings are slightly too small. Because of this, they have trouble flying and prefer to
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cling tightly to their warlock.
The couatl really, really dislikes when their warlock or their allies lie. It gently nips at a lying
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character in frustration any time they attempt to deceive someone.
The couatl’s scales are a tarnished or dull color. It’s self-conscious about that. Each time it sheds,
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it seems very excited that this might be the time they will get vibrant scales.
The couatl sneaks away at night to find gifts for its warlock or their allies. In the wild, it finds
neat objects. While within the confines of civilization, it takes a few gold coins, pinches objects it
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wants, and leaves the coin. It usually overpays for what it takes in
the extreme.
The couatl often stares off at things that aren’t there. When the warlock gains truesight, they can
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see what the couatl is looking at.
The couatl loves spending time in water. It frequently tries to slither into waterskins, mugs,
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lakes, and baths to go for a swim, even at inconvenient times.
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Expanded Spell List Playful Link
The Couatl Neonate lets you choose from an Upon reaching 6th level, the playtime shared
expanded list of spells when you learn a warlock between you and the couatl neonate develops a
spell. The following spells are added to the warlock special, tangible power. If you and up to five friendly
spell list for you. creatures spend at least 10 minutes during a short
or long rest playing with the couatl neonate, you all
Spell become psychically linked. For the next four hours,
Spells
Level you and each creature who shares this psychic link
1st cure wounds, detect evil and good can communicate telepathically with one another
while within 120 feet of each other.
2nd calm emotions, zone of truth
3rd beacon of hope, remove curse Shielded Bond
4th guardian of faith, polymorph At 10th level, while you and the couatl neonate are
within 100 feet of each other, you are both immune
dispel evil and good, to scrying and to any effects that would sense
5th
mass cure wounds your emotions, read your thoughts, or detect your
locations.
Blessed Body
Starting at 1st level, your connection to the couatl Eyes of the Divine
neonate has formed but is very weak. You gain When you reach 14th level, you gain the ability to
small, iridescent scales in patches on your body and bestow yourself with your companion’s eyes. As a
your hair takes on an ethereal sheen. You also gain bonus action, you can grant yourself a facsimile of
resistance to psychic and couatl eyes. You gain truesight out to a range of 60
radiant damage. feet for one hour. Once you use this feature, you
Additionally, you can speak Celestial. cannot use it again until you complete a short or
long rest.
Shared Health
Also at 1st level, your life and the life of the couatl
snakelet become intertwined. You and the couatl
neonate share hit points. Any damage that the
couatl neonate would take is instead taken by the
warlock. If you and the couatl neonate are both
caught in an area of effect, you do not take damage
twice. If you die, the couatl neonatedies as well,
unless it finds a new, willing warlock within
one month.
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Deep Scale Guardian
Just moments after emerging from its thick, plated egg,
a dragon turtle is already the size of a large dog. Dragon
Turtles are methodical patrons that urge caution and
slow progress over quick bursts of frantic energy.
These greedy creatures often “demand” a portion of
their warlock’s shiniest treasures in exchange for their
continued service, often withholding the fact that the
power given cannot be taken away.
Roll
Dragon Turtlette Patron Quirks
1d6
The edges of the dragon turtle’s shell are particularly sharp. It attempts to dull these edges by
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rubbing up against hard objects like walls, stones, trees, or unequipped suits of armor.
The dragon turtle is uncharacteristically afraid of deep, dark water. It takes a great deal of
2
reassurance to coax it into swimming in water it cannot see the bottom of.
The dragon turtle enjoys playing pranks in cahoots with its caretaker. Its favorite prank is to
3 sneak behind an upright creature while the warlock gives them a push backward. The dragon
turtle does not realize that pranks such as that might actually hurt its friends.
The dragon turtle gently hums at night. As it ages, the song becomes deeper and bassier, not
4
unlike a melodic whale song.
The dragon turtle salivates at the smell of cooking meat. It greatly prefers either the meat of
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landborne creatures or seaborne creatures over any alternative.
The dragon turtle enjoys stomping around in the mornings to stretch its legs and fins. It allows
6 other creatures to participate in this activity, provided they agree to follow the dragon turtle’s
movements.
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Spell Defensive Play
Spells
Level Upon reaching 6th level, the playtime shared
1st fog cloud, speak with animals between you and the dragon turtle develops a
special, tangible power. If you and up to five friendly
protection from poison, creatures spend at least 10 minutes during a short
2nd
spike growth or long rest playing with the dragon turtle you can
3rd stinking cloud, water breathing choose between bludgeoning, piercing, or slashing
4th control water, dominate beast damage. You and the creatures who played with the
dragon turtle gain resistance to the chosen damage
5th commune with nature, cloudkill type for the next two hours.
Armored Body Steam Breath
Starting at 1st level, your connection to the dragon At 10th level, you gain the ability to breath a 30-foot
turtlette is formed but is very weak. Your skin cone of scalding steam as an action. Each creature
hardens and scaled plates form on your knuckles. in that area must make a Constitution saving throw
While you are not wearing any armor, your Armor against your Warlock spell save DC. Creatures take
Class equals 10 + your Dexterity modifier + your 5d10 fire damage on a failed save, or half as much
Charisma modifier. You can use a shield and still on a successful one. Being underwater doesn’t grant
gain this benefit. resistance against this damage. You can use this
Additionally, you can speak Aquan or Draconic. ability once per long-rest.
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Guardian of the Dragon
All chromatic dragons are evil. All metallic dragons are
good. These universal truths held by the common folk
are without a doubt, untenably wrong. These majestic,
intelligent creatures feel powerful emotions and think
in alien ways that mortals have trouble understanding,
but they are not born good or evil. A red dragon’s heart is
full of fiery passion, a silver dragon’s need to protect can
become toxic, and a white dragon’s simplicity can enjoy
the small moments of life.
Dragon whelps can survive on their own, but these clever
creatures know that they are best served by followers.
Whether the dragon was in danger and accepted a
warlock of convenience, or it offered its services to a
mortal seeking its aid, dragon whelp patrons are young,
temperamental, and just as in need of the warlock as the
warlock is in need of them.
Roll
Dragon Wyrmling Quirks
1d6
The dragon believes that it is the “party leader” of the warlock’s adventuring group. It loudly
voices its “orders” on how it believes the team should proceed in a given situation. It gets
1
frustrated if its ideas are ignored but can be easily talked in to think someone else’s idea is its
own.
When the dragon’s warlock does what it deems as “a good job,” it reluctantly rewards them. It
2 might make a face while sliding them a gold coin, give them a congratulatory pat on the back, or
offer some other small praise or reward.
The dragon’s teeth are incredibly small. It has a tough time chewing food and favors soft meats
3 and plant matter. It can often be seen baring its teeth at reflective surfaces to study its tiny
fangs.
The dragon enjoys gambling and placing bets. It will make small stakes bets on a wide variety
of things such as “who will wake up first in the morning” or “will the coin land face up or face
4
down.” It sulks when it loses a bet and acts smug if it wins, assuring its opponent that “they’ll get
‘em next time.”
The dragon’s wings are larger than they should be. These floppy wings often drag on the ground
5
behind the dragon as it runs. It favors walking over flying.
The dragon frequently gets the hiccups. During these hiccupping fits, it often loses control of its
6 breath weapon and releases small waves of flame, clouds of poison, or another appropriately cute
representation for its species’ breath weapon.
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Expanded Spell List Courageous Play
The Dragon Whelp lets you choose from an Upon reaching 6th level, the playtime shared
expanded list of spells when you learn a warlock between you and the dragon whelp develops a
spell. The following spells are added to the warlock special, tangible power. If you and up to five friendly
spell list for you. creatures spend at least 10 minutes during a short
or long rest playing with the dragon whelp each
Spell creature gains advantage on saving throws against
Spells
Level being frightened for the next four hours.
1st chromatic orb, disguise self
Dragon’s Senses
2nd dragon’s breath, see invisibility At 10th level, your senses heighten and you gain
3rd protection from energy, tongues the ability to detect things you normally would be
4th polymorph, stoneskin unable to. You gain blindsight out to a range of 60
feet. Additionally, creatures with a strong sense of
5th legend lore, seeming smell detect your scent as that of a dragon.
Draconic Body Commanding Word
Starting at 1st level, your connection to the dragon When you reach 14th level, you can speak with the
whelp is formed but is very weak. Your nails harden authority of great dragons. As an action, you can
and sharpen and your skin gains scales of an utter a command to a number of creatures of your
appropriate hue. You gain a claw attack which you choice, within 60 feet of you, equal to your levels in
can use to make unarmed strikes. Unlike normal this class, that can hear you. Each target must make
claws, you can use your Charisma modifier instead a Charisma saving throw against your Warlock spell
of your Strength modifier on attack rolls. The claws DC. On a failed save, you can command the targets
deal 1d8 + your Charisma modifier slashing damage. to do something of your choosing. The command
If you take the Pact of the Blade, these claws can be can be anything except something that would
your pact weapon. obviously cause the target to die. Each target follows
Additionally, you gain proficiency in either the your command for the next 2 hours. You cannot
Persuasion or Intimidation skill and command targets individually. Creatures that are
speak Draconic. immune to the frightened condition automatically
pass their saving throw.
Shared Health You must finish a long rest before you can use this
Also at 1st level, your life and the life of the dragon feature again.
whelp become intertwined. You and the dragon
whelp share hit points. Any damage that the dragon
whelp would take is instead damage you take. If you
and the dragon whelp are both caught in an area of
effect, you do not take damage twice. If you die, the
dragon whelp dies as well unless it can find a new,
willing warlock within one month.
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