Documente Academic
Documente Profesional
Documente Cultură
Warlock Patron:
Patron of Smokeless Fire
By Dragon Sun Game Company: Manuel Joaquin & Chris Conn
The use of the 5E logo or any other company or trademark in these pages is not a
challenge to the trademark or copyright concerned. It does not indicate the permission
or endorsement of any entity.
Designation of Product Identity: All artwork, logos, the name Dragon Sun and all
associated trademarks, and the material under the headers of Patron of Smokeless
Fire, A World of Gods, and Warlocks Chaining Gods are designated as Product
Identity.
Designation of Open Gaming Content: All mechanics derived from Open Gaming
Content, the plague doctor class, class features, and class abilities, including their
names and descriptive text, are considered Open Gaming Content. It is the intention of
this publisher that as much of the character class presented in this book, along with
other game mechanics and their descriptions, be useable as open gaming content.
A World of Gods
The world is teeming with spirits. From the tiniest of breezes to
world-spanning hurricanes, everything in existence (& some
things not) have their own, unique guiding ghost.
The vast, vast, VAST majority of these gods are hardly more
cognizant than animals. They are beings of instinct who find joy
& purpose simply by being what they are & doing what they do.
So completely engrossed are they that, were a spirit to change
in the slightest way, the godling would experience a complete
change of self. Simply put, a dust-devil that ceases to devil dust
ceases to be.
Living creatures have spirits as well, although most religions
mark a distinction between unthinking animal-spirits & the
blessed souls of sentient creatures. An even greater contrast is
said to lie between the souls of Men & the so-called higher
powers of gods, goddesses, elementals, angels, & devils.
Your research shows that there is little to no difference
between types of spirits, regardless of their level of power. As of
yet, you havent had the chance to test your theories on a proper
god, but if your experiences are at all accurate, divinity is nothing
more than a smoke-screen designed to keep the gullible in line.
As intelligent as they think they are, your fellow warlocks often
fail to see this rather simple truth: there is no right to dominion.
Enslaving yourself to an otherworldly being makes as much
sense as worshipping your teddy bear.
Spells
Command, Ensnaring Strike
Arcane Lock, See Invisibility
Clairvoyance, Spirit Guardians
Compulsion, Locate Creature
Banishing Smite, Commune
Losing Spirit
Under normal circumstances, theres no chance your spirit can
escape your arcane prison. Not even your death will break the
bond. Should you somehow manage to return to the worlds of
the living, your spirit will be waiting ready to serve you again.
There are ways, however, of losing your spirit. A particularly
strong priest or cultist might exorcise the spirit from you, or you
might fumble your save after using your Spirit Empowerment
feature, for example.
If this happens, you lose access to all of your warlock powers,
except your eldritch invocations & your Master of Spirits feature.
You can regain your powers either by recapturing your old spirit
or by gaining control over a new spirit. Given that literally
everything in existence has its own spirit, this shouldnt be a
difficult task, but it is something that the DM could have you
quest for.
The inky blackness at the top of the attic stairs. The cold air of
the cellar that seems to claw at your skin. That corner under the
bed which light refuses to touch. The closet that creaks slowly
open when the candles go out. Places that ought to be familiar
yet fill you with a dread, this is where the Hungering Dark lurks.
The Hungering Dark complains bitterly when forced to appear
in the light, but when it emerges, the beast takes joy in the
presence of meat, especially meat that is marinated in fear. It
has a shape which you cant see but which you can feel & it has
knives in. Horrid, crimson eyes blink in & out at random amongst
the beasts black, foggy tendrils. Occasionally, youll catch a
glimpse of a huge maw of white fangs, each one as sharp as a
dagger & as long as your hand.
You found the Hungering Dark preying upon the vulnerable
minds of petrified children. This opportunistic spirit lurked in
shadowy places until easy prey fell into its clutches. Today, the
spirit is much the same. The beastlike spirit hates doing anything
that feels like work, but takes almost childlike joy in plucking up
sweet morsels to consume. The spirit resists your control, but
your regular exposure to violence & blood often sates its
appetites.
The Hungering Dark is a cannibal spirit of frenzy, gluttony, &
self-indulgence. It revels in the spilling of blood, but is a coward
at heart. The Dark has no goals other than satiating its own
hunger. The godling is temperamental, refusing to contribute of
its own accord, but it can be convinced to work with promises of
sweetmeats.
The Hungering Dark is associated with the psychic element. It
has no symbol of its own, but rather, collects names such as the
Boogeyman, el Bicho Papo (the Eating Beast), & Old Scratch.
Spells
Detect Magic, Purify Food & Drink
Enlarge/Reduce, Flame Blade
Glyph of Warding, Protection from Energy
Arcane Eye, Wall of Fire
Conjure Elemental (fire only), Creation (fire variant)
Spells
Detect Evil & Good, Inflict Wounds
Blindness/Deafness, Phantasmal Force
Bestow Curse, Blink
Evards Black Tentacles, Phantasmal Killer
Dispel Evil & Good, Hallow
OlGranny Death
Spells
Detect Poison & Disease, Grease
Animal Messenger, Spike Growth
Speak with Plants, Stinking Cloud
Conjure Woodland Beings, Control Water
Commune with Nature, Cloudkill
BOOK OF POWER
Prerequisite: 15th level, Pact of the Tome feature
When you roll initiative & you have no spell slots remaining, your
Book of Shadows provides you with 1 spell slot. You must have
your Book of Shadows on your person the use this invocation.
MISTY DOUBLE
Prerequisite: 6th level, the Archfey otherworldly patron
When you use your Misty Step pact feature, you also leave
behind an illusion of yourself that lasts until the double takes any
amount of damage, until you dismiss the illusion (no action
required), or until a creature spends an action to make an
Intelligence saving throw against the illusion.
You may speak through your double. In addition, as a bonus
action on your turn, you may move the misty double a distance
equal to your speed. With an action, you can hear & see through
your misty double until the start of your next turn. During this
time you are deaf & blind with regard to your own senses.
PACT FAVOR
Prerequisite: 9th level
Your otherworldly patron grants you 1 additional pact boon of
your choice.
FAMILIAR CHAINS
Prerequisite: 5th level, Pact of the Chain feature
You may use the find familiar spell to gain multiple familiars. You
may have a number of familiars equal to your Charisma modifier.
You may have any number of familiars active at one time,
however, when you command your familiars with your Attack
action, they cannot make more attacks than you normally could.
In other words, if you can make 2 weapon attacks & you have 3
familiars, 2 of your familiars can make 1 attack each.
SOUL SEALED
Prerequisite: the Smokeless Fire otherworldly patron
Rather than using a physical item for your arcane prison, you
create your arcane prison within your very soul. Your arcane
prison can never be unequipped, stolen, lost, or destroyed.
Vulnerable
Radiant
Cold
Fire
Necrotic
INEVITABLE ENTROPY
Prerequisite: 6th level, the Old Great Ones otherworldly patron
When you use your Entropic Ward pact feature, you gain
advantage on your attack rolls against the triggering creature
even if the triggering attack roll hits you.
In addition, your attack rolls have advantage against the
triggering creature until you make a successful attack against the
triggering creature instead of until the end of your next turn.
KING OF KINGS
Prerequisite: 5th level
You can create pacts with multiple otherworldly patrons. Perhaps
you beat the devils at their own game & manipulated a cabal of
infernal spirits supplying you with power. Or, if you are a warlock
of the Smokeless Fire, you might hunt down & seal away
multiple spirits for your personal use.
However you managed to do it, you draw mystical strength
from several otherworldly patrons (and, in turn, each of them
may call upon you).
SPIRIT CLAWS
Prerequisite: Pact of Spiritual Warfare feature
You can use your spirit to make melee spell attacks as well as
ranged spell attacks.
UNHOLY CHARISMA
Prerequisite: 9th level
Increase your Charisma score by 2. Your Ability Score
Improvement feature may increase your Charisma to up to 22.
WAR WITCH
Prerequisite: 7th level, Pact of the Blade feature
When you use your action to cast a cantrip, you can make 1
weapon attack as a bonus action.
WILD SPIRIT ATTACK
Prerequisite: Pact of Spiritual Warfare feature
When you take the Attack action on your turn, you may make
two spirit attacks instead of one.