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DRAGON SUN

WARLOCK: PATRON OF SMOKELESS FIRE

Manuel.Joaquin & Chris Conn


Cary Hamilton (order #7502949)

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.

Dragon Sun. All rights reserved.

Cary Hamilton (order #7502949)

The patron of Smokeless Fire is a new otherworldly patron you


can select for your 5th edition warlock.

PATRON OF SMOKELESS FIRE


A band of screaming goblins charge a young, raven-haired
woman. As her slender fingers trace the complicated sigil on her
ring, lines of arcane energy appear in the air between the
warlock & her awful enemies. The rune completed, a deep bell
tolls, temporarily unlocking the witchs arcane prison. A taloned
fist as large as a man is tall reaches through the mystical gate to
claw, smash, & throttle the maidens foes.
Buoyed by adrenaline, the young half-elf warlock surveys the
battlefield. Only the low hanging smoke curling on the hillside
shows any sign of movement. All is quiet. With a sigh of relief, he
releases his protective charms & almost collapses in an abrupt
wave of weakness. Suddenly, a crocodilian form more than twice
the magic-users size swirls in existence around the half-elf,
gently cradling his exhausted body amongst the spirits warm,
serpentine coils.
Fool! the cultists, so cowardly until now, surround the
gnomes stricken form, Did you truly think your paltry magic
could best the mighty god TkmOtthet?!! The fallen gnome
cackles through burnt lips, Oh, its a god now, is it? I think Id
very much like to meet your puny god, Rising on a rush of
mystic energy, the diminutive warlock scatters her craven
enemies with bolt after fiery bolt, You god is nothing more than
a dog begging for a master, & I will hold its leash!
Warlocks? HA! They dont deserve the name. Let the measly
witch beg for scraps of magic from so-called gods. Warlocks
might as well be clerics or, worse, mindless cultists kowtowing to
some alien, uncaring entity.
You are a superior warlock. You know the truth. Divine,
infernal, elemental, fey, or otherwise, spirits are nothing but
trouble. Supplicating oneself to them merely enables the spirits
to steal their thralls misplaced faith & inflate their own ill-gotten
power. In actuality, these beings are no more divine than you or I.
They are merely ghosts of memory gorging on stolen dreams.
No, begging is not for you. You reverse the flow of power. You
enslave spirits to your whim, extracting as much of their energy
as you need when you need it.
You are the master.

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.

Cary Hamilton (order #7502949)

Warlocks Chaining Gods


Similar to other warlocks, the Smokeless Fire is a bond you
create with an otherworldly patron. The big difference, though, is
that rather than promising your services to an otherworldly being,
you enslave the being to your bidding.
Patrons of Smokeless Fire can come in many different forms.
Some warlocks hunt lost ghosts, binding them to physical
prisons to syphon their ectoplasmic power away bit by bit. Others
stumble into this pact almost by accident, discovering within
themselves the power to command an ancient evil sealed away
long, dusty centuries ago. Genies seem particularly vulnerable,
being easily bound into rings or lamps & forced to do their
masters biddings.
How did you discover you had this power over the spirit world?
Is it innate? Something youve had to struggle with all your life?
When other kids your age were dealing with cooties & boogers,
how did you survive knowing that the monster-under-the-bed
was real & very, very hungry?
Or did you gain this ability by dint of your incredible willpower?
Was it something you developed through research? It couldve
happened completely by accident! Where were you when you
bound your first spirit? What lead you to that momentous first
encounter? Are you still using that first ghost, or have you moved
on to bigger & better gods? Or, did you create your own?
Very few people can be said to command the powers of a god,
in the way that you literally do. Does the responsibility humble
you, or do you revel in the possibilities?
QUICK BUILD
The Smokeless Fire is an otherworldly being you can choose to
take instead of the three presented in the Warlock entry of the
Players Handbook. Create your warlock character as you
normally would with the exceptions outlined below.

The Smokeless Fire


Unlike other warlocks, you dominate the spiritual world. Spirits
are wild, untamed things. They dont take easily to servitude,
especially the gods who are used to being in charge. Whereas
other warlocks quest to avoid suffering their patrons disfavor,
you might quest to retain control over a riotous ghost.
That being said, not every spirit serves unwillingly or has the
energy to test their master. Some spirits even make remarkably
good pets, once you show them whos boss.
There are tales of mortals conquering gods of all levels of
power, not always by force. It is said that even Death, itself, was
bested once (& with nothing more than a board game!). Most
warlocks, however, find themselves commanding gods of a more
local persuasion.
Many childhood fears are fed by parasitical godlings. In every
important sense, the Bogey Man is very real. The reason you
can feel the blackness at the bottom of the stairs waiting for you,
is because it is. Small gods like these make for excellent sources
of warlock power.
On the other hand, you might ride into battle on the back of a
personal war-genie. Or, you could command a pack of ghostly
hounds to harry your foes. Perhaps you fell heir to your familys
ancestral god who protects its progeny by serving the eldest
born of each generation.
Once you secure your spirit, you bind the ghost to an arcane
prison. You can seal the god into any item, but the more
significant the item is the stronger & more secure the bond. Your
safest bet is your arcane focus. However, your wand is a rather
obvious target for thieves or vandals. Warlocks have been
known to bind spirits into rings, oil lamps, or charms such as a
rabbits foot or monkeys paw.

EXPANDED SPELL LIST


Your magic works somewhat differently than the typical beg 
syphon  cast spell cycle that other warlocks go through.
Rather, when you cast a spell, you force your enthralled spirit
to appear & enact the magic. When you cast hold monster, for
example, you force your spirit to literally wrestle the target to the
ground. Casting darkness could mean your spirit blocks out the
sun with its wings or breathes out a cloud of black smoke.
When you create a warlock of the Smokeless Fire, the
following spells are added to your warlock spell list. Alternatively,
some particular spirits (described later in this document) may
offer a different spell list. In that case, ignore this expanded spell
list & use that spirits expanded spell list, instead.
Smokeless Fire Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th

Spells
Command, Ensnaring Strike
Arcane Lock, See Invisibility
Clairvoyance, Spirit Guardians
Compulsion, Locate Creature
Banishing Smite, Commune

ARCANE PRISON (1st Level)


As a warlock of the Smokeless Fire, you have captured a spirit
for your personal use. The spirit is sealed in an arcane prison
within one of your possessions.
To use your warlock powers, you must have the arcane prison
on your person or equipped. If you do not have the arcane prison
on you, you lose access to all of your warlock powers, except
your eldritch invocations & your Master of Spirits feature (below).
You can use your action to teleport your arcane prison to you,
as long as the arcane prison is on the same plane of existence.
MASTER OF SPIRITS (1st Level)
You once knocked a ghost flat on its back with a single punch.
Your touch burns werewolves like silver. The supernatural is no
match for you.
At 1st level you begin to exploit your weird ability to interact
freely with the spirit world. Your touch can affect things in the
Border Ethereal (&, likewise, they can affect you). In addition,
your unarmed strike deals 1d4 bludgeoning damage & counts as
magical & silvered for the purpose of overcoming resistance &
immunity to nonmagical attacks & damage.
You may confer these abilities on to 1 of your weapons by
performing a special ritual on the weapon over the course of 1
hour during a short or long rest. You cant affect artifacts or
sentient weapons with this ritual. When the ritual is complete,
your attacks with that weapon benefit from your spiritual mastery.
Other creatures gain no special benefits from the weapon.
Likewise, your weapon loses these benefits if you die, you use
the ritual on a new weapon, or you perform another 1 hour ritual
to cancel the magic.
SPIRIT OF PROTECTION (6th Level)
When pressed, your spirit can manifest between you & an
incoming attack to absorb the brunt of the assault.
When you are attacked, you can use your reaction to impose
disadvantage on the triggering attack roll & gain resistance to
any damage the triggering attack inflicts.
Once you use this feature, you cant use it again until you
finish a short or long rest.

Cary Hamilton (order #7502949)

SPIRIT OF VENGEANCE (10th Level)


At 10th level, you learn how to temporarily release your spirit
from its magical prison, allowing the godling to wreak havoc
upon your foes, before safely recapturing the spirit.
When you take damage from a creature within 60 of you, you
may spend your reaction to sic your spirit on the triggering
creature. The triggering creature must make a Dexterity saving
throw or take 2d10 radiant damage. Halve the damage on a
successful save.
The type of spirit you have chained may affect the damage
type, at the DMs discretion. For example, a spirit of storms might
inflict lightning damage, instead.
SPIRIT EMPOWERMENT (14th Level)
When your own, mortal frame begins to falter, you can allow your
enslaved spirit to partially possess your body, granting you direct
access to its supernatural power.
There is a risk, though. Even the most well-meaning spirit is
still inhuman, alien, perhaps even utterly incomprehensible.
Entangling your soul with strange energies should never be
taken lightly.
Spend your action to gain the following benefits for 1 minute:
You spirit subsumes you, either superimposing itself over you
or physically transforming your body. You might be shrouded
in darkness, grow tentacles, shine with an unholy light from
within, or suffer any number of other (cosmetic) changes.
Your new form grants you a measure of protection. When you
are attacked, you can spend your reaction to impose
disadvantage on the attack roll.
Raw power curls & drips off of you, burning everything around.
When an enemy creature starts its turn within 30 of you, that
creature takes 10 radiant damage (or a damage type
appropriate to your spirit).
Whenever you cast a warlock spell that has a casting time of 1
action, you can cast it using a bonus action, instead.
When this features effects end, you must make a Charisma
saving throw versus your own warlock spell save DC.
On a success, you regain control over your faculties &
recapture the spirit.
On a failure, the spirit temporarily escapes your control. You
lose access to all of your warlock powers, except your eldritch
invocations & your Master of Spirits feature. You can regain
control over your spirit with a 1 hour ritual the next time you take
a short or long rest.
Once you use this feature, you cannot use it again until after a
long rest. Likewise, fumbling the save could have dire
consequences at the DMs discretion.

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.

New Otherworldly Patrons

The Hungering Dark

The world is overflowing with all sorts of spirits you might


encounter. When you create your character, you can use the
standard pact detailed above, or you might create an original
spirit.
Here, we present three sample spirits you might encounter
before you started your adventures. If you choose to take one of
the following spirits, replace the Smokeless Fire expanded spell
list with the spirits expanded spell list.
Regular warlocks may choose these otherworldly patrons as
well. Of course, in that case, the warlock is the patrons thrall as
per usual.

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.

The Efreeti of the Lamp


His throne usurped, the Efreeti of the Lamp was banished &
sealed within the indignity of an ordinary oil lamp. Cursed, the
Efreeti must serve for one thousand and one nights whosoever
gains possession of the lamp. Should the mortal die before the
Efreetis term of bondage concludes, the slave of the lamp must
begin again with a new master.
Much to his chagrin, the Efreeti has yet to keep a master alive
for more than a fortnight, much less three years. It appears that
humility is not a lesson this genie easily learns.
The Efreeti of the Lamp is a hated-filled creature. When
summoned, the Efreeti pours from the lamp like smoke before
manifesting in solid form. A wheel of flame floats above & behind
the genie, hot & oppressive, a symbol of the genies
enslavement. Arms akimbo, the crimson-skinned, be-tusked
spirit scowls at everyone present, especially his master.
When you first found the lamp, there was no clue that it
contained such a powerfully magical creature. Whether it was by
accident or by virtue of your prodigious intellect, you have
conquered the genie, which is no mean feat. After decades,
perhaps even centuries, of bondage, the Efreeti has devolved
into a seething, resentful being. If youre not careful, one misstep
& you could find yourself on the business end of a barbecue.
The Efreeti is a deposed baron, a lord exiled from the City of
Brass. Proud, boastful, the Efreeti can hardly bear the shame of
being a slave to mere mortals. So humiliating is his bondage, the
Efreeti refuses to disclose his name, even under magical duress.
The Efreeti of the Lamp must faithfully obey his masters
commands for one thousand and one nights to gain his freedom.
The fact that the Efreeti has not completed this task, despite the
ample time the genie has spent as a slave, is testament to the
Efreetis awful pride.
The Efreet of the Lamp is associated with the fire element. The
wheel of flame the genie bears is both the Efreetis symbol & his
slave brand.
EXPANDED SPELL LIST
The Efreeti conducts its magic through his mastery of elemental
fire. The embers in his eyes shed mystical light, & his fists can
forge flames into objects as hard as steel.
Efreeti of the Lamp Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th

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)

Cary Hamilton (order #7502949)

EXPANDED SPELL LIST


The Hungering Dark enacts its magic by enveloping its prey
within the black fog of its body where strange, impossible figures
seem to constantly blink in & out of existence. Everything the
Hungering Dark touches emerges gnawed & gashed.
The Hungering Dark Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th

Spells
Detect Evil & Good, Inflict Wounds
Blindness/Deafness, Phantasmal Force
Bestow Curse, Blink
Evards Black Tentacles, Phantasmal Killer
Dispel Evil & Good, Hallow

OlGranny Death

New Pact Boon

OlGranny Death has seen better days. She rumbles on & on


about an age when the fates of whole tribes rested between her
fanged jaws. However by the time you found her, she was
nothing more than a ghost story repeated around campfires to
keep children away from the swamps & fens.
Granny Death manifests as a tremendous multi-legged
crocodile. Her black hide is scarred by centuries of blood magic,
& her eyes are startlingly white orbs set amongst the spiny
ridges of her skull. Where her clawed feet fall, the land bubbles
with swamp-mud. When she speaks, she fills the air with the
sounds & scents of the bayou.
Proud & boastful, OlGranny has many a tale to tell. You know
that she was once a queen of sorts, at least, if her stories are to
be believed. She says her worshippers trekked deep into the
heart of the swamp to hold days-long jubilees where they danced
& feasted on all sorts of meats. There seems to be something
left unsaid here, but the old god always veers away from giving
you the full details. In your dreams, though, you have visions of
stomping feet, pounding drums, & a peculiarly shaped obsidian
knife
A queen she was. A queen she is. A queen she will be again.
OlGranny Death is a spirit of the backwaters, of familial power, &
control. She is large, unsubtle, & yet caring in her own
belligerently overbearing way. Whether its because youre her
last hope or she truly cares for you, one thing she does not abide
is danger to your self. Other than that, she is remarkably laidback. Her main goal is rebuilding her temples, but she is easily
distracted with gifts of tobacco, chocolate, or rum.
Granny Death is associated with the poison element. Her
symbols are an alligator tooth, the feasting bowl, & the crocodile
tear, although that last one might be her idea of a joke.

At 3rd level, warlocks of the Smokeless Fire wrest extra power


away from their spirit. You may choose a pact boon, either the
new one presented here or from the 3 pact boons in the players
handbook.
Regular warlocks may also take the new pact boon. If they do,
their pact boon represents an avatar of their otherworldly patron
briefly manifesting in the physical world on the warlocks behalf.

EXPANDED SPELL LIST


OlGranny Death is a large spirit. She enacts her magic by
churning the earth into mud with her claws or with strikes of her
sturdy tail. Her milky eyes can hypnotize & the swampy gasses
of her breath can bring forth biting insects & stinging pests.
OlGranny Death Expanded Spells
Spell Level
1st
2nd
3rd
4th
5th

Spells
Detect Poison & Disease, Grease
Animal Messenger, Spike Growth
Speak with Plants, Stinking Cloud
Conjure Woodland Beings, Control Water
Commune with Nature, Cloudkill

Cary Hamilton (order #7502949)

Pact of Spiritual Warfare


You temporarily loosen the mystical shackles on your spirit,
allowing it to briefly manifest in the real world before being
sealed back in its arcane prison. (Or, if you are a regular warlock,
an avatar of your otherworldly patron briefly appears.) What this
means is, you can use your spirit as a literal weapon against
your foes.
When you would make a weapon attack, you may utilize your
spirit to make a ranged spell attack rather than using your
weapon. The DM should use the rules for spell attacks to
adjudicate a spirit attack.
A successful spirit attack deals 1d8 radiant damage (or a
damage type appropriate to your spirit). The spirit attack counts
as magical for the purposes of overcoming immunity or
resistance to damage. You lose your spirit attack ability if dont
have your spirits arcane prison equipped (see Arcane Prison
above).
You may incorporate a magical weapon into your spirit attack
by performing a special ritual on the weapon over the course of 1
hour during a short or long rest. You cant affect artifacts or
sentient weapons with this ritual. When the ritual is complete, the
magical weapon disappears into your spirit & your spirit attacks
benefit from the weapons magical properties.
Your spirit loses the benefits of the magical weapon if you die,
if you perform the ritual on a new weapon, of if you perform a 1hour ritual to break the bond with the magical weapon. The
weapon appears at your feet if your bond with it is broken.

New Eldritch Invocations


Any warlock can benefit from the following 15 new eldritch
invocations, provided they meet the prerequisites.
ADROIT WITCHERY
Increase the level of your spell slots by 1.
AMPLE WITCHERY
Increase the number of spell slots you have by 1. You may take
this invocation 1 additional time to gain 1 more spell slot for a
total of 2 extra spell slots.
BLACK & WHITE ARTS
Choose one of the damage types below. You gain resistance to
that damage type, but you become vulnerable to damage of its
opposite.

You may have a number of otherworldly patrons equal to your


Charisma modifier. When you finish a long rest, you must
choose which otherworldly patron you will honor that day. You
gain no benefit from any other otherworldly patron you might
have until you honor that otherworldly patron once again.
You may choose a pact boon for each otherworldly patron you
have. In addition, you gain access to that otherworldly patrons
extended spell list & pact features.
If an otherworldly patron grants you a pact feature with a
longlasting duration, the duration ends when you cease honoring
that otherworldly patron. For example, if you use the Great Old
One pact feature Create Thrall, you lose your charm over the
thrall when you switch otherworldly patrons.
If you are a Smokeless Fire warlock, each of your spirits must
be sealed within a distinct arcane prison. When you honor a
spirit, you must have that spirits arcane prison on your person.

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.

DARK ONES INFERNAL LUCK


Prerequisite: 6th level, the Fiend otherworldly patron
You may use your Dark Ones Own Luck pact feature twice
between rests instead of just once.

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.

the Black & White Arts


Resistance
Cold
Fire
Necrotic
Radiant

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).

Cary Hamilton (order #7502949)

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.

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