TEXT:  
  Otherworldly 
  Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Worm God 
  The drive for continued existence is the impetus that fuels 
  all life. It is rooted in chaos and conflict, fed with blood, 
  and bears little more than the bitter fruits of pain and 
  sorrow. Existence is determined not by oneself, but by the 
  toil and strife one takes upon themselves. This is not the 
  way of the truly powerful; for those of absolute means and 
  terrible power, their existence proves itself. You wish to be 
  one of these great and powerful beings, do you not? 
       Take, then, into yourself one of my young, and feel its 
  power well within you. Feed its hunger with your true 
  nature, and it will give you eternal life. Bestow upon it 
  tribute and sacrament of blood, and it will give you 
  power over your own fragile flesh: the power to 
  make of it as you will. Nurture it as you would your 
  own young, and it will unshackle you from the 
  uncertainty of death, the chaos of life, and the 
  binding structure of causality. You will be as a god, 
  unfettered by mere laws, and will carve your own 
  path with a sword forged of your will. Gods do not play 
  dice with the universe, and neither will you. 
       Then again, you do so enjoy games of dice, don’t you, 
  oh reader mine? 
   
   
   
   
   
   
  Expanded Spell List 
  The Worm God 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. 
  Worm God Expanded Spell List  
  Whispers of the Worm 
  Starting at 1st level, you gain a larval, symbiotic worm 
  which lives inside of you, which both feeds from you and 
  grants you power. You no longer require food, water, or air 
  to survive, and you do not require sleep. As well, your body 
  begins to transform, your skin hardening into plates; while 
  you are not wearing armor, your AC equals 13 + your 
  Dexterity modifier. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spell Level 
  Spells 
  1st 
  dissonant whispers, wrathful smite 
  2nd 
  enlarge/reduce, magic weapon 
  3rd 
  elemental weapon, haste 
  4th 
  death ward, staggering smite 
  5th 
  destructive wave, telekinesis 
  
   
       
   
   
   
   
  Your worm demands constant, ever larger sacrifice in order 
  to sate its hunger, lest it feed on you. Each week, you must 
  kill or aid in killing a number of creatures whose combined 
  CR is greater than or equal to your warlock level; if you do 
  not do so, your worm feeds on you, reducing your 
  maximum hit points by 1. You cannot gain this hp back by 
  any means, and if your worm reduces you to 0 maximum 
  hit points, it kills you as it consumes you. Killing an 
  appropriate creature restores your maximum HP to full. 
  Sword Logic 
  At 1st level, you learn the first tenets of the logic of the 
  sword, that defeating a foe verifies the veracity of your 
  existence over theirs. Your worm allows your to channel 
  your will into your blade, allowing it to define yourself.  
  Whenever you finish a long rest, you can touch one weapon 
  that you are proficient with and that lacks the Two-Handed 
  property. When you attack with that weapon, you can use 
  your Charisma modifier, instead of Strength or Dexterity, 
  for its attack and damage rolls. This benefit lasts until you 
  finish a long rest. If you later gain the Pact of the Blade 
  feature, this benefit extends to every pact weapon you 
  conjure with that feature, no matter the weapon's type. 
  Hive Ritual 
  At 6th level, you learn the ways of parting space, allowing 
  you to bring ruin on your foes. You learn the summon 
  lesser demons spell and can cast it as a ritual; when done 
  so, the summoned demons are not hostile to you nor your 
  allies. Once you cast this spell as a ritual, you can not do so 
  again until you finish a long rest. 
  Touch of Malice 
  Starting at 10th level, you gain a deeper understanding of 
  the Sword Logic; that the sword is as a bridge, binding 
  bearer to victim, life to death. When the binding is done, 
   
   
   
   
   
   
   
   
   
   
   the sword remembers, and 
  grows hungrier and sharper. When 
  you hit a hostile creature with a pact 
  weapon or a weapon you have used your Sword 
  Logic ability on, you can use your bonus action to regain a 
  number of hit points equal to your Charisma modifier. 
  Additionally, when you reduce a creature to 0 hit points 
  with such a weapon, you gain a +1 bonus to attack and 
  damage rolls made with it until you complete a short or 
  long rest. You cannot gain this bonus more than once 
  between rests, and it stacks with other bonuses to hit and 
  damage (such as the bonus provided by magic weapon). 
  Ascendance 
  At 14th level, your worm’s power has grown such that you 
  can transcend the Material Plane and enter a pocket 
  dimension known as a throne world. You can cast the spell 
  Mordenkainen's magnificent mansion at will without using 
  a spell slot or spell components. The space conjured by the 
  spell is permanent and larger than normal, with a maximum 
  size of ten 10-foot cubes per warlock level, and can be 
  reorganized and recreated at will; each time you cast the 
  spell, the doorway summoned opens onto the same space. 
  While inside your throne world, casting Mordenkainen's 
  magnificent mansion again allows you to open the space’s 
  doorway to any location you have previously visited. 
       Ascendance grants you a further measure of protection 
  from death. You no longer physically age, and cannot die 
  from old age. So long as you are not in your throne world, 
  if you die or are destroyed, your soul is drawn back to your 
  throne world where your body reforms with all its hit points 
  after 24 hours. If you are killed in your throne world, or 
  you die again and less than a week has passed since you 
  were last killed, you remain dead. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Worm God.pdf