TEXT: 1 | Cover
  1 | Cover
  by metal Weave games
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  Kyle 
  Carty
  Caretaker 
  Caretaker 
  Andreas 
  Walters
  Metal Weave Games
  Metal Weave Games
  
  1 | Quick Navigation
  1 | Quick Navigation
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  Credits
  Introduction
  Summary of Changes
  Caretaker Warlock Class
   Table: How Did You  
  Acquire Your Patron
   Table: Patron Mishaps
  Invocations
  A note about 3rd party content
  When you want to create a character that is outside the normal character 
  generation rules, it’s always important to remember that you’re engaging in 
  a collaborative story told by you, the DM, and the rest of the party, and we 
  encourage adaptability and flexibility. What is said here may apply to any 
  homebrew or third-party class/variant that you may want to play.
  • For Everyone:   It is your game, your world, your character, your story. 
  Everyone contributes to this story; don’t hesitate to make changes, 
  tweaks, and adjustments as you see fit. My words (as the creator) 
  are not law, just ideas, interpretations and inspiration for you to 
  use.
  • As the player:  Provide the GM with the class/variant you 
  want to play, pitch the character concept and be flexible in 
  building and exploring the character options with your GM. 
  • As the GM:  Try to work with your player’s pitch and how can it 
  work with the setting and story you think you’ll be telling?
  Guardian of Rebirth 
  (Phoenix)
  Guardian of Sunset  
  (Couatl)
  Deep Scale Guardian  
  (Dragon Turtle)
  Guardian of the Dragon 
  (Dragon)
  Feedback
  
  2 | Credits
  2 | Credits
  by metal Weave games
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  Creative Director
  Creative Director
  Andreas Walters
  Writing & System Design
  Writing & System Design 
  Kyle Carty
  Andreas Walters
  Editing
  Carol Darnell
  Cover Art
  Nakano Art
  Artists
  Nakano Art
  Vincent Yau
  Published by
  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.
  Metal Weave  
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  3 | Introduction
  3 | Introduction
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  Overview
  verview
  In this supplement, we explore a new type of 
  warlock: the caretaker archetype. Unlike the 
  individuals who gain their powers by making 
  a pact or exchange with a powerful entity, the 
  caretaker warlock receives their powers by 
  protecting their patron, which happens to be still 
  an egg or a newborn legendary creature. 
  This protection evolves into an intimate bond 
  between the caretaker and their patron, allowing 
  the player to explore a caring and nurturing 
  relationship with its patron as the two grow in 
  power together. 
  AssumptiOns
  ssumptiOns
  In line with this supplement, we defined a 
  number of creatures capable of being a patron;  
  they include the couatl, phoenix, and dragon 
  turtle amid others. To some, this may run 
  contrary with what is canon in the D&D universe 
  and books like the Monster Manual. We argue 
  that given the role and power these creatures 
  held throughout various mythologies, these 
  creatures could easily be viewed as creatures 
  powerful enough to be patrons in their own 
  right. This may require you to slightly alter their 
  stats or even the mythology of your setting. 
  plAying
  lAying the
  the C
   CAretAker
  AretAker
  Caretakers love their companions and are 
  devoted to their protection. The dream of a 
  caretaker is to one day see their patron grow 
  into the magnificent beast they are destined to 
  be. Aside from that, the caretaker could have 
  come from any walk of life, for it has now been 
  changed forever.
  For the subclass version of the caretaker warlock, 
  we don’t specify whether you are protecting 
  the egg or if the egg has already hatched. 
  Mechanically they work the same, the patron 
  is intended to work as a more narrative and 
  personal role for the player, if the patron is 
  attacked, it will share the same pool of hitpoints 
  with their caretaker.
  running
  unning the
  the p
   pAtrOn
  AtrOn
  It’s important to remember that despite the 
  patron being the caretaker’s companion, they 
  do not work mechanically like an animal 
  companion. A few things to emphasize:
  • The GM controls the patron. It makes the 
  patron feel more independent from the 
  player, providing a wider range of roleplay 
  opportunities, as well as caretaking 
  challenges.
  • The patron is not intended to engage in 
  combat. Sure, times will emerge when 
  the patron will attack or defend itself, but 
  this companion is not considered to be a 
  combat companion. This is also why we 
  simplified its health mechanic.
  • Be careful when endangering the patron. 
  Doing this can obviously set up some great 
  emotional and roleplay moments but, as all 
  things, it can be overdone. It should never 
  feel like the warlock is fighting constantly 
  just to keep their patron alive. Rather, the 
  majority of the focus should not be directly 
  on the patron, unless you are doing so for 
  story purposes. 
  Welcome seekers and travelers, 
  It appears that you have tumbled into the greatest responsibility of your life: the protection and rearing of a 
  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 
  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.
  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 
  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...
  your egg will soon hatch. Now, listen closely...
  
  Running the Caretaker
  Running the Caretaker
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  A Patron Two Ways
  Granted by the Patron Insignis class feature, 
  you are in possession of your patron and are 
  its guardian and caretaker. We leave it up to 
  you and your GM to decide whether your 
  patron takes the form of an egg or a hatchling.  
  prOteCtOr
  rOteCtOr Of
  Of the
  the e
   egg
  gg
  Mysterious yet, comforting. You are in 
  possession of an egg that will, one day hatch 
  into a powerful creature and patron. It is your 
  duty to protect and care for your patron-egg. 
  The Egg
  The patron egg is considered a small object 
  (bordering on Tiny), with an AC of 18 and has 
  24 hp (8d6). 
  The egg is quite durable and has resistance to 
  all damage except bludgeoning damage, any 
  damage sustained will chip at its protective 
  exterior but will not crack the egg. Only when 
  the egg reaches 0 HP, does the egg break and 
  the warlock loses all of their bestowed abilities. 
  Optional: Healing the Egg
  While the egg’s HP can be restored with 
  magic. It can also be restored when immersed 
  in its ideal environment. the egg will restore 
  1 hp per two hours of immersion (or 4 hp per 
  long rest, 8 hours).  
  Hatching the Egg
  You should talk to your GM and establish 
  some understanding on how soon you (the 
  player) would 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. 
  prOteCtOr
  rOteCtOr Of
  Of the
  the h
   hAtChling
  AtChling
  Whether the patron was born in your hands or 
  discovered on your adventures, you are now 
  the protector of a young legendary creature.
  Battle Hatchling
  We must emphasize that the baby patron is 
  not intended to be a fighting companion of 
  any sort. That said we know that there are 
  exceptions and that there may be times when 
  the patron will be threatened. 
  If you’d like to create a statblock for the 
  patron, you can utilize the Baby Bestairy 5e 
  Beast Companion rules. 
  Option 1: Shared Health
  Your life and the life of your patron are 
  intertwined. You and the patron share the 
  caretaker’s hit points. Any damage that the 
  patron would take is instead taken by the 
  caretaker. If you and the patron are both 
  caught in an area of effect, you do not take 
  damage twice. If you die, the patron will 
  eventually die as well, unless the patron finds 
  a new, willing caretaker within one month.
  Option 2: Independent Health
  Your patron is a small or tiny creature, with 
  an AC of 18 and has 24hp (8d6). The patron 
  can benefit from both natural and magical 
  healing. When the patron reaches 0 hit points, 
  the patron will fall unconscious and the player 
  will lose all of their bestowed abilities.
  
  Summary of Changes
  Summary of Changes
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  In this section we detail the core changes that 
  we have made to the base warlock class in 
  order to create the Caretaker Warlock. Past 
  this section, we write-out the entire Caretaker 
  Warlock as a class so that it can be solely used 
  to create a character. 
  Class Features
  Proficiencies
  Skills: removed Deception and Intimidation 
  and replaced them with Handle Animal and 
  Insight.
  pAtrOn
  AtrOn i insignis
  nsignis
  Replaces
  eplaces O
   OtheRwORldy
  theRwORldy p
   patROn
  atROn
  You are in posession of your patron. Whether 
  it is a hatchling or an egg is up to you and 
  your Dungeon Master.
  entrusted
  ntrusted i invOCAtiOns
  nvOCAtiOns
  Replaces
  eplaces e
   eldRitch
  ldRitch i invOcatiOns
  nvOcatiOns
  We’ve created a number of new Inovcations. 
  In addition, we’ve renamed a number of the 
  warlock’s existing invocations to fit more 
  thematically with the caretaker warlock.
  entrusted
  ntrusted B
   BOOn
  OOn
  Replaces
  eplaces p
   pact
  act B
   BOOn
  OOn
  We made a few adjustments and additions to 
  the avaliable boons for caretaker warlocks. 
  Entrusted Awareness
  New boon that grants enhanced perception 
  and vision to the caretaker and their allies. 
  Entrusted Servant
  Replaces
  eplaces p
   pact
  act Of
  Of the
  the c
   chain
  hain
  The patron’s prescense attracts a follower. No 
  mechanical changes.
  Entrusted Shield
  New boon that functions similiarly to Pact 
  Blade/Entrusted Blade but more defensive.
  new
  ew p
   pAtrOns
  AtrOns
  Guardian of Rebirth (Phoenix)
  Guardian of Sunset (Couatl)
  Guardian of the Deep Scale (Dragon turtle)
  Guardian of the Scaled Skies (Dragon)
  tABle
  ABle: r
  : renAmed
  enAmed w
   wArlOCk
  ArlOCk i invOCAtiOns
  nvOCAtiOns
  New Name
  Old Name
  Adapt Appearance
  Mask of Many Faces
  Adapt Form
  Master of Myriad Forms
  Animal Speech
  Beast Speech
  Ascendant Step
  Ascendant Step
  Enhanced Vision
  Devil’s Sight
  Binding Chains
  Chains of Carceri
  Bolster Vitality
  Fiendish Vigor
  Book of Imparted Knowledge
  Book of Ancient Secrets
  Charming Influence
  Beguiling Influence
  Confer Misfortune
  Thief of Five Fates
  Elemental Ally
  Minions of Chaos
  Enlightened Eyes
  Witch Sight
  Eyes of the Rune Keeper
  Eyes of the Rune Keeper
  Far Blast
  Eldritch Spear
  Feel Magic
  Eldritch Sight
  Force New Form
  Sculptor of Flesh
  Forceful Blast
  Repelling Blast
  Hamper Movement
  Mire the Mind
  Imparted Agression
  Thirsting Blade
  Incite Confusion
  Dreadful Word
  Mindlink
  Gaze of Two Minds
  Misfortune
  Sign of Ill Omen
  Misty Projections
  Misty Visions
  Observant Eye
  Visions of Distant Realms
  Patron's Armor
  Armor of Shadows
  Powerful Blast
  Agonizing Blast
  Powerful Boost
  Otherworldly Leap
  Searing Wounds
  Lifedrinker
  Shared Mind
  Voice of the Chain Master
  
  6 | Summary of Changes
  6 | Summary of Changes
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  new
  ew B
   BAse
  Ase i invOCAtiOns
  nvOCAtiOns
  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 
  Manifestation
  9th level
  You can cast spirit guardians once using a warlock spell slot. You can’t do 
  so again until you finish a long rest. These guardians take the form of your 
  patron.
  new
  ew p
   pAtrOn
  AtrOn s
   speCifiC
  peCifiC i invOCAtiOns
  nvOCAtiOns
  Invocations
  Prerequisites
  Effect
  Blessing of the 
  Ancient Waters
  Couatl Patron
  You can cast purify food and drink at will, without expending a spell slot.
  Nature's Connection
  Couatl Patron
  You are trained in the Nature skill and you gain the druidcraft cantrip spell.
  Banish the 
  Unnatural
  Couatl Patron, 7th level
  You can cast Aura of Purity once using a warlock spell slot. You can’t do so 
  again until you finish a long rest.
  Dragons Roar
  Dragon Patron,  
  thunderclap cantrip
  Extend the range of Thunderclap to a 10ft circle.
  Intimidating Roar
  Dragon Patron, 9th level, 
  thunderclap cantrip
  You can cast cause fear once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.  
  Aquatic Affinity
  Dragon Turtle Patron
  You gain the shape water cantrip. In addition you can breath water.
  Resilient Shell
  Dragon Turtle Patron,  
  blade ward cantrip
  Blade ward lasts an additional round.
  Sharp Shell
  Dragon Turtle Patron,  
  5th level, blade ward cantrip
  Blade ward reflects the damage ignored back at the attacker.
  Reactive Shell
  Dragon Turtle Patron,  
  9th level, blade ward cantrip
  You can cast Blade Ward as an immediate reaction (prior to taking damage). 
  You can’t do so again until you finish a long rest.
  Phoenix Adept
  Phoenix Patron
  Gain the sacred flame and control flames cantrip
  Phoenix Fire
  Phoenix Patron,  
  sacred flame cantrip
  Sacred flames deals both radiant and fire damage equally (so 1d8 deals 1d4 
  fire and 1d4 radiant). In adition your flames burn damaged targets for an 
  additional round dealing your Charisma Modifier in fire damage.
  Healing Flames
  Phoenix Patron,  
  create bonfire Cantrip
  You and your gear take no damage from your bonfire. If you pass through or 
  stand in your bonfire, you regain hit points equal to your Charisma Modifier.
  Restorative Flames
  Phoenix Patron, 5th level
  You can cast healing word once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.
  Flaming Defense
  Phoenix Patron, 7th level
  You can cast wall of fire once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.
  new
  ew B
   BOOn
  OOn s
   speCifiC
  peCifiC i invOCAtiOns
  nvOCAtiOns
  Invocations
  Prerequisites
  Effect
  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,  
  12th level
  Allies who remain within 30 feet of the patron also gain Darkvision. They lose 
  this benefit when they leave the patron's radius.
  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.
  Wall of Shields
  Entrusted Shield, 12th level
  You can cast wall of force once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.
  
  7 | Caretaker Warlock
  7 | Caretaker Warlock
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  Class Features
  hit
  it p
   pOints
  Oints
  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
  rOfiCienCies
  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.
  tABle
  ABle: C
  : CAretAker
  AretAker w
   wArlOCk
  ArlOCk 
  Level
  Proficiency 
  Bonus
  Features
  Cantrips 
  Known
  Spells 
  Known
  Spell 
  Slots
  Slot 
  Level
  Invocations
  1st
  +2
  Patron Insignis, Imparted Spells
  2
  2
  1
  1st
  -
  2nd
  +2
  Bestowed Invocations
  2
  3
  2
  1st
  2
  3rd
  +2
  Entrusted Boon
  2
  4
  2
  2nd
  2
  4th
  +2
  Ability Score Improvement
  3
  5
  2
  2nd
  2
  5th
  +3
  -
  3
  6
  2
  3rd
  3
  6th
  +3
  Patron’s Investiture Feature
  3
  7
  2
  3rd
  3
  7th
  +3
  -
  3
  8
  2
  4th
  4
  8th
  +3
  Ability Score Improvement
  3
  9
  2
  4th
  4
  9th
  +4
  -
  3
  10
  2
  5th
  5
  10th
  +4
  Patron’s Investiture Feature
  4
  10
  2
  5th
  5
  11th
  +4
  Mystic Arcanum (6th level)
  4
  11
  3
  5th
  5
  12th
  +4
  Ability Score Improvement
  4
  11
  3
  5th
  6
  13th
  +5
  Mystic Arcanum (7th level)
  4
  12
  3
  5th
  6
  14th
  +5
  Patron’s Investiture Feature
  4
  12
  3
  5th
  6
  15th
  +5
  Mystic Arcanum (8th level)
  4
  13
  3
  5th
  7
  16th
  +5
  Ability Score Improvement
  4
  13
  3
  5th
  7
  17th
  +6
  Mystic Arcanum (9th level)
  4
  14
  4
  5th
  7
  18th
  +6
  -
  4
  14
  4
  5th
  8
  19th
  +6
  Ability Score Improvement
  4
  15
  4
  5th
  8
  20th
  +6
  Parting Gift
  4
  15
  4
  5th
  8
  
  8 | Caretaker Warlock
  8 | Caretaker Warlock
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  equipment
  quipment
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background:
  • (a) a light crossbow and 20 bolts or (b) 
  any simple weapon
  • (a) a component pouch or (b) an arcane 
  focus
  • (a) a scholar’s pack or (b) a dungeoneer’s 
  pack
  • Leather armor, any simple weapon, and 
  two daggers
  pAtrOn
  AtrOn i insignis
  nsignis
  At 1st level you are in possession of either a 
  baby patron or an egg that will one day, hatch 
  into your patron. Select from the list of patrons  
  in the next section Your choice grants you 
  features at 1st level and again at 6th, 10th, and 
  14th level.  
  In addition you must decide whether your 
  patron is still in it’s egg or has hatched. Both 
  options are exciting but we recommend 
  starting with the egg. In the sidebar are a few 
  mechanical ideas on running either option.
  impArted
  mpArted s
   spells
  pells
  Your arcane research and the magic bestowed 
  on you by your patron have given you facility 
  with spells. See Spells Rules for the general 
  rules of spellcasting and the Spells Listing for 
  the warlock spell list.
  Cantrips
  You know two cantrips of your choice from 
  the warlock spell list. You learn additional 
  warlock cantrips of your choice at higher 
  levels, as shown in the Cantrips Known 
  column of the Warlock table.
  Spell Slots
  The Caretaker Warlock table shows how many 
  spell slots you have to cast your warlock spells 
  of 1st through 5th level. The table also shows 
  what the level of those slots is; all of your spell 
  slots are the same level. To cast one of your 
  warlock spells of 1st level or higher, you must 
  expend a spell slot. You regain all expended 
  spell slots when you finish a short or long rest.
  For example, when you are 5th level, you have 
  two 3rd-level spell slots. To cast the 1st-level 
  spell witch bolt, you must spend one of those 
  slots, and you cast it as a 3rd-level spell.
  Spells Known of 1st Level and Higher
  At 1st level, you know two 1st-level spells of 
  your choice from the warlock spell list.
  The Spells Known column of the Warlock table 
  shows when you learn more warlock spells 
  of your choice of 1st level and higher. A spell 
  you choose must be of a level no higher than 
  what’s shown in the table’s Slot Level column 
  for your level. When you reach 6th level, for 
  example, you learn a new warlock spell, which 
  can be 1st, 2nd, or 3rd level.
  Additionally, when you gain a level in this 
  class, you can choose one of the warlock spells 
  you know and replace it with another spell 
  from the warlock spell list, which also must be 
  of a level for which you have spell slots.
  Spellcasting Ability
  Charisma is your spellcasting ability for your 
  warlock spells, so you use your Charisma 
  whenever a spell refers to your spellcasting 
  ability. In addition, you use your Charisma 
  modifier when setting the saving throw DC for 
  a warlock spell you cast and when making an 
  attack roll with one.
  Spell save DC = 8 + your proficiency bonus + 
  your Charisma modifier
  Spell attack modifier = your proficiency 
  bonus + your Charisma modifier
  Spellcasting Focus
  You can use either your patron or an arcane 
  focus as a spellcasting focus for your Caretaker 
  spells.
  BestOwed
  estOwed i invOCAtiOns
  nvOCAtiOns
  At 2nd level, you gain two bestowed 
  invocations of your choice. Your invocation 
  options are detailed at the end of the 
  class description. When you gain certain 
  caretaker warlock levels, you gain additional 
  invocations `of your choice, as shown in the 
  Invocations Known column of the Caretaker 
  Warlock table.
  Additionally, when you gain a level in this 
  class, you can choose one of the invocations 
  you know and replace it with another 
  invocation that you could learn at that level.
  If a bestowed invocation has prerequisites, 
  you must meet them to learn it. You can learn 
  the invocation at the same time that you meet 
  its prerequisites. A level prerequisite refers to 
  your level in this class.
  
  Caretaker Warlock
  Caretaker Warlock
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  entrusted
  ntrusted B
   BOOn
  OOn
  At 3rd level, your otherworldly patron 
  bestows a gift upon you for your loyal service. 
  You gain one of the following features of your 
  choice. 
  Entrusted Awareness
  Through your bond with your patron. They 
  provide you their enlightened perception.
  If an you are within 60 feet from your patron, 
  you gain Darkvision and a bonus to your 
  Perception equal to your Charisma modifier. 
  Entrusted Blade
  You can use your action to summon your 
  entrusted weapon in your empty hand. You 
  can choose the form that this melee weapon 
  takes each time you create it (see the Weapons 
  section of the Players Handbook for weapon 
  options). You are proficient with it while you 
  wield it. This weapon counts as magical for 
  the purpose of overcoming resistance and 
  immunity to nonmagical attacks and damage.
  Your bestowed weapon disappears if it is 
  more than 5 feet away from you for 1 minute 
  or more. It also disappears if you use this 
  feature again, if you dismiss the weapon (no 
  action required), or if you or your patron dies.
  You can transform one magic weapon into 
  your bestowed weapon by performing a 
  special ritual while you hold the weapon. 
  You perform the ritual over the course of 
  1 hour, which can be done during a short 
  rest. You can then dismiss the weapon, 
  shunting it into an extradimensional space, 
  and it appears whenever you create your 
  entrusted weapon thereafter. You can’t 
  affect an artifact or a sentient weapon in 
  this way. The weapon ceases being your 
  entrusted weapon if you 
  or your patron dies, if you 
  perform the 1-hour ritual 
  on a different weapon, 
  or if you use a 1-hour 
  ritual to break your bond 
  to it. The weapon appears 
  at your feet if it is in the 
  extradimensional space when 
  the bond breaks.
  Entrusted Servant
  Replaces
  eplaces p
   pact
  act Of
  Of the
  the c
   chain
  hain
  The patron’s power has attracted others to 
  it’s side. This particular familiar has pledged 
  it’s service to you and the care of the patron 
  (the familiar is still counts a summoned familiar 
  mechanically). 
  You learn the find familiar spell and can cast 
  it as a ritual. The spell doesn’t count against 
  your number of spells known.
  Additionally, when you take the Attack action, 
  you can forgo one of your own attacks to 
  allow your familiar to make one attack with its 
  reaction. This familiar is also capable of caring 
  for the egg for an extended absense. Though 
  not longer than one week.
  Entrusted Shield
  You can use your action to summon your 
  entrusted shield in your empty hand. You can 
  choose the form that this shield takes each 
  time you create it (see the Armor section of the 
  Players Handbook for shield 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.
  
  Caretaker Warlock
  Caretaker Warlock
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  ABility
  Bility s
   sCOre
  COre i imprOvement
  mprOvement
  When you reach 4th level, and again at 8th, 
  12th, 16th, and 19th level, you can increase one 
  ability score of your choice by 2, or you can 
  increase two ability scores of your choice by 1. 
  As normal, you can’t increase an ability score 
  above 20 using this feature.
  Using the optional feats rule, you can forgo 
  taking this feature to take a feat of your choice 
  instead.
  mystiC
  ystiC A
   ArCAnum
  rCAnum (6
   (6th
  th level
  level)
  At 11th level, your patron bestows upon you a 
  magical secret called an arcanum. Choose one 
  6th-level spell from the warlock spell list as 
  this arcanum.
  You can cast your arcanum spell once without 
  expending a spell slot. You must finish a long 
  rest before you can do so again.
  At higher levels, you gain more warlock spells 
  of your choice that can be cast in this way: 
  one 7th-level spell at 13th level, one 8th-level 
  spell at 15th level, and one 9th-level spell at 
  17th level. You regain all uses of your Mystic 
  Arcanum when you finish a long rest.
  mystiC
  ystiC A
   ArCAnum
  rCAnum (7
   (7th
  th level
  level)
  At 13th level, your patron bestows upon you a 
  magical secret called an arcanum. Choose one 
  7th-level spell from the warlock spell list as 
  this arcanum.
  You can cast your arcanum spell once without 
  expending a spell slot. You must finish a long 
  rest before you can do so again.
  At higher levels, you gain more warlock spells 
  of your choice that can be cast in this way: one 
  8th-level spell at 15th level, and one 9th-level 
  spell at 17th level. You regain all uses of your 
  Mystic Arcanum when you finish a long rest.
  mystiC
  ystiC A
   ArCAnum
  rCAnum (8
   (8th
  th level
  level)
  At 15th level, your patron bestows upon you a 
  magical secret called an arcanum. Choose one 
  8th-level spell from the warlock spell list as 
  this arcanum.
  You can cast your arcanum spell once without 
  expending a spell slot. You must finish a long 
  rest before you can do so again.
  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.
  mystiC
  ystiC A
   ArCAnum
  rCAnum (9
   (9th
  th level
  level)
  At 17th level, your patron bestows upon you a 
  magical secret called an arcanum. Choose one 
  9th-level spell from the warlock spell list as 
  this arcanum.
  You can cast your arcanum spell once without 
  expending a spell slot. You must finish a long 
  rest before you can do so again.
  You regain all uses of your Mystic Arcanum 
  when you finish a long rest..
  pArting
  Arting g
   gift
  ift
  Replaces
  eplaces e
   eldRitch
  ldRitch M
   MasteR
  asteR
  Depending on how you’ve played, your 
  patron will either: (a) the egg has finally 
  hatched with the young patron capable of 
  ascending on it’s own, or (b) the young patron 
  has grown old or powerful enough to ascend 
  on it’s own.
  Upon leaving your patron bestows it’s final 
  gift upon you. Naming you it’s emissary. 
  You gain a permanent enhance ability effect 
  to the ability you choose (select from the list 
  below). 
  (a) Bear’s Endurance. You have advantage 
  on Constitution checks and also gain 25 hit 
  points.
  (b) Bull’s Strength. You have advantage 
  on Strength checks, and his or her carrying 
  capacity doubles.
  (c) Cat’s Grace. You have advantage on 
  Dexterity checks and do not take damage 
  from falling 50 feet or less if you are not 
  incapacitated.
  (d) Eagle’s Splendor. You have advantage 
  on Charisma checks. You can also cast calm 
  emotions at will.
  (e) Fox’s Cunning. You have advantage on 
  Intelligence checks and you can speak all 
  languages.
  (f) Owl’s Wisdom. You have advantage 
  on Wisdom checks and are proficient in 2 
  additional knowldge skills.
  Additionally, once per month you can call 
  upon your patron at a time of need. This work 
  like the cleric’s Divine Intervention ability, but 
  succeeds automatically with no roll required. 
  This ability can only be used once per month 
  and the patron can not persist longer than 48 
  hours before returning back to their home.
  
  Bestowed Invocations
  Bestowed Invocations
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  tABle
  ABle: B
  : BestOwed
  estOwed i invOCAtiOns
  nvOCAtiOns
  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 Unnatural
  7th level, Couatl Patron
  You can cast Aura of Purity once using a warlock spell slot. You can’t do so 
  again until you finish a long rest.
  Beast Speech
  You can cast speak with animals at will, without expending a spell slot.
  Bewitching Whispers
  7th Level
  You can cast compulsion once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.
  Binding Chains
  15th level, Entrusted 
  Servant feature
  You can cast hold monster at will — targeting a celestial, fiend, or elemental 
  — 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 Ancient 
  Waters
  Couatl Patron
  You can cast purify food and drink at will, without expending a spell slot.
  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 
  Knowledge
  Entrusted Tome feature
  You can now inscribe magical rituals in your grimoire. Choose two 1st-level 
  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, 
  thunderclap cantrip
  Extend the range of Thunderclap to a 10ft circle.
  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 Keeper
  You can read all writing.
  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 Patron
  You can cast wall of fire once using a warlock spell slot. You can’t do so again 
  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.
  
  Bestowed Invocations
  Bestowed Invocations
  by metal Weave games
  by metal Weave games
  Navication
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  Invocations
  Prerequisites
  Effect
  Hamper Movement
  5th level
  You can cast slow once using a warlock spell slot. You can’t do so again until 
  you finish a long rest.
  Healing Flames
  Phoenix Patron,  
  create bonfire Cantrip
  You and your gear take no damage from your bonfire. If you pass through 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 Blade 
  feature
  You can attack with your entrusted weapon twice, instead of once, whenever 
  you take the Attack action on your turn.
  Intimidating Roar
  9th level, Dragon Patron, 
  thunderclap cantrip
  You can cast cause fear once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.  
  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 Connection
  Couatl Patron
  You are trained in the Nature skill and you gain the druidcraft cantrip spell
  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 Manifestation
  9th level
  You can cast spirit guardians once using a warlock spell slot. You can’t do so 
  again until you finish a long rest.
  Phoenix Adept
  Phoenix Patron
  Gain the sacred flame and control flames cantrip
  Phoenix Fire
  Phoenix Patron,  
  sacred flame cantrip
  Sacred flames deals both radiant and fire damage equally (so 1d8 deals 1d4 
  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 Turtle 
  Patron, blade ward cantrip
  You can cast Blade Ward as an immediate reaction (prior to taking damage). 
  You can’t do so again until you finish a long rest.
  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 cantrip
  Blade ward lasts an additional round.
  Restorative Flames
  5th level, Phoenix Patron
  You can cast healing word once using a warlock spell slot. You can’t do so 
  again until you finish a long rest.
  Searing Wounds
  12th level, Entrusted 
  Blade feature
  When you hit a creature with your pact weapon, the creature takes extra 
  damage equal to your Charisma modifier (minimum 1). The type of damage 
  dealt depends on your patron.
  Sharp Shell
  5th level, Dragon Turtle 
  Patron, blade ward cantrip
  Blade ward reflects the damage ignored back at the attacker
  Sleepless Guardian
  Whenever you rest with your patron, you are protected by the alarm spell 
  originating from the patron.
  Wall of Shields
  Entrusted Shield,  
  12th level
  You can cast wall of force once using a warlock spell slot. You can’t do so again 
  until you finish a long rest.
  Whispers of the Grave
  9th level
  You can cast speak with dead at will, without expending a spell slot.
  tABle
  ABle: B
  : BestOwed
  estOwed i invOCAtiOns
  nvOCAtiOns C
   COntinued
  Ontinued
  
  Bestowed Invocations
  Bestowed Invocations
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Adapt Appearance
  Effect: You can cast disguise self at will, without 
  expending a spell slot.
  Adapt Form
  Prerequisite: 15th level
  Effect: You can cast alter self at will, without 
  expending a spell slot.
  Augmented Vision
  Effect: You can see normally in darkness, both 
  magical and nonmagical, to a distance of  
  120 feet.
  Aquatic Affinity
  Prerequisite: Dragon Turtle Patron
  Effect: You gain the shape water cantrip. In addition 
  you can breath water.
  Ascendant Step
  Prerequisite: 9th level
  Effect: You can cast levitate on yourself at 
  will,without expending a spell slot or material 
  components.
  Aura of Perception
  Prerequisite: Entrusted Awareness
  Effect: 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
  Prerequisites: Entrusted Awareness
  Effect: 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 Unnatural
  Prerequisites: 7th level, Couatl Patron
  Effect: You can cast aura of purity once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Beast Speech
  Effect: You can cast speak with animals at will, 
  without expending a spell slot.
  Bewitching Whispers
  Prerequisite: 7th Level
  Effect: You can cast compulsion once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Blessing of the Ancient Waters
  Prerequisite: Couatl Patron
  Effect: You can cast purify food and drink at will, 
  without expending a spell slot.
  Bolster Vitality
  Effect: 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 Knowledge
  Prerequisite: Entrusted Tome
  Effect: You can now inscribe magical rituals in 
  your Entrusted Tome. Choose two 1st-level 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. With your Entrusted 
  Tome in hand, you can cast the chosen spells as 
  rituals. You can’t cast the spells except as rituals, 
  unless you’ve learned them by some other means. 
  You can also cast a warlock spell you know as a 
  ritual if it has the ritual tag.
  On your adventures, you can add other ritual 
  spells to your Entrusted Tome. When you find 
  such a spell, you can add it to the book if the spell’s 
  level is equal to or less than half your warlock 
  level (rounded up) and if you can spare the time to 
  transcribe the spell. For each level of the spell, the 
  transcription process takes 2 hours and costs 50 gp 
  for the rare inks needed to inscribe it.
  Charming Influence
  Effect: You gain proficiency in the Deception and 
  Persuasion skills.
  Confer Misfortune 
  Effect: You can cast bane once using a warlock spell 
  slot. You can’t do so again until you finish a long rest.
  Defensive Leap
  Prerequisites: Entrusted Shield
  Effect: When an ally within 10 feet of you is about 
  to be attacked (prior to an attack roll), you can 
  sacrifice your next move action to summon your 
  shield and dive to their aid. You become the new 
  recipient of the attack and you use your AC bonus 
  (with shield) to determine whether you take any 
  effects of the attack.
  Dragons Roar
  Prerequisites: Dragon Patron, thunderclap cantrip
  Effect: Extend the range of thunderclap to a 10ft circle.
  
  Bestowed Invocations
  Bestowed Invocations
  by metal Weave games
  by metal Weave games
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  Elemental Ally
  Prerequisite: 9th level
  Effect: You can cast conjure elemental once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Enhanced Vision
  Effect: You can see normally in darkness, both 
  magical and nonmagical, to a distance of 120 feet.
  Enlightened Eyes
  Prerequisite: 15th level
  Effect: 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 Keeper
  Effect: You can read all writing.
  Far Blast
  Prerequisite: eldritch blast cantrip
  Effect: When you cast eldritch blast, its range  
  is 300 feet.
  Feel Magic 
  Effect: You can cast detect magic at will, without 
  expending a spell slot.
  Flaming Defense
  Prerequisite: 7th level, Phoenix Patron
  Effect: You can cast wall of fire once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Force New Form
  Prerequisite: 7th Level
  Effect: You can cast polymorph once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Hamper Movement
  Prerequisite: 5th level
  Effect: You can cast slow once using a warlock 
  spell slot. You can’t do so again until you finish a 
  long rest.
  Healing Flames
  Prerequisite: Phoenix Patron, create bonfire cantrip
  Effect: You and your gear take no damage from 
  your bonfire. If you pass through or stand in 
  your bonfire, you regain hit points equal to your 
  Charisma Modifier. You can only heal 10 hp per 
  day using this method. 
  Illuminating Glow 
  Effect: You can cast faerie fire at will, without 
  expending a spell slot.
  Imparted Agression
  Prerequisite: 5th level, Entrusted Blade
  Effect: You can attack with your pact weapon 
  twice, instead of once, whenever you take the 
  Attack action on your turn.
  Incite Confusion
  Prerequisite: 7th Level
  Effect: You can cast confusion once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Intimidating Roar
  Prerequisite: 9th level, Dragon Patron, 
  thunderclap cantrip
  Effect: You can cast cause fear once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.  
  Mindlink
  Effect: You can use your action to touch a willing 
  humanoid and perceive through its senses until 
  the end of your next turn. As long as the creature 
  is on the same plane of existence as you, you can 
  use your action on subsequent turns to maintain 
  this connection, extending the duration until the 
  end of your next turn. While perceiving through 
  the other creature’s senses, you benefit from 
  any special senses possessed by that creature, 
  and you are blinded and deafened to your own 
  surroundings.
  Misfortune
  Prerequisite: 5th level
  Effect: You can cast bestow curse once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Misty Projections
  Effect: You can cast silent Image at will, without 
  expending a spell slot or material components.
  Nature’s Connection
  Prerequisite: Couatl Patron
  Effect: You are trained in the Nature skill and 
  you gain the druidcraft cantrip spell
  Observant Eye
  Prerequisite: 15th level
  Effect: You can cast arcane eye at will, without 
  expending a spell slot.
  
  Bestowed Invocations
  Bestowed Invocations
  by metal Weave games
  by metal Weave games
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  Patron’s Armor
  Effect: You can cast mage armor on yourself at 
  will, without expending a spell slot or material 
  components.
  Patron’s Manifestation
  Prerequisite: 9th level
  Effect: You can cast spirit guardian once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest. These guardians take the form 
  of your patron.
  Phoenix Adept
  Prerequisite: Phoenix Patron
  Effect: Gain the sacred flame and control flames 
  cantrip.
  Phoenix Fire
  Prerequisite: Phoenix Patron, sacred flame cantrip
  Effect: Sacred flames deals both radiant and fire 
  damage equally (so 1d8 deals 1d4 fire and 1d4 
  radiant). In adition your flames burn damaged 
  targets for an additional round dealing your 
  Charisma Modifier in fire damage.
  Powerful Blast
  Prerequisite: eldritch blast cantrip
  Effect: When you cast eldritch blast, add your 
  Charisma modifier to the damage it deals on  
  a hit.
  Powerful boost
  Prerequisite: 9th level
  Effect: You can cast jump on yourself at will, 
  without expending a spell slot or material 
  components.
  Reactive Shell
  Prerequisite: 9th level, Dragon Turtle Patron, 
  Blade Ward cantrip
  Effect: You can cast blade ward as an immediate 
  reaction (prior to taking damage). You can’t do so 
  again until you finish a long rest.
  Repelling Blast
  Prerequisite: eldritch blast cantrip
  Effect: 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
  Prerequisite: Dragon Turtle Patron, 
  Effect: Blade Ward cantrip blade ward lasts an 
  additional round.
  Restorative Flames
  Prerequisite: 5th level, Phoenix Patron
  Effect: You can cast healing word once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Searing Wounds
  Prerequisite: 12th level, Entrusted Blade 
  Effect: When you hit a creature with your pact 
  weapon, the creature takes extra damage equal 
  to your Charisma modifier (min. 1). The type of 
  damage dealt depends on your patron.
  Sharp Shell
  Prerequisite: 5th level, Dragon Turtle Patron, 
  blade ward cantrip
  Effect: Damage reduced by Blade ward is reflected 
  back at the attacker. This does not apply to 
  ranged or area effect attacks.
  Shared Mind
  Prerequisite: Entrusted Servant
  Effect: You can communicate telepathically 
  with your familiar and perceive through your 
  familiar’s senses as long as you are on the same 
  plane of existence. Additionally, while perceiving 
  through your familiar’s senses, you can also 
  speak through your familiar in your own voice, 
  even if your familiar is normally incapable of 
  speech.
  Sleepless Guardian 
  Effect: Whenever you rest with your patron, you 
  are protected by the alarm spell originating from 
  the patron.
  Wall of Shields
  Prerequisite: Entrusted Shield, 12th Level 
  Effect:  You can cast wall of force once using a 
  warlock spell slot. You can’t do so again until you 
  finish a long rest.
  Whispers of the Grave
  Prerequisite: 9th level
  Effect: You can cast speak with dead at will, 
  without expending a spell slot.
  
  16 | Tables
  16 | Tables
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  tABle
  ABle: h
  : hOw
  Ow d
   did
  id y
   yOu
  Ou A
   ACquire
  Cquire y
   yOur
  Our p
   pAtrOn
  AtrOn
  Roll
  1d12
  Roll Result
  1
  You found your patron for sale at a black market. When you became aware of one another the 
  connection was instant. Did you purchase your patron or did you obtain them in another way?
  2
  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 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.
  3
  The patron’s parents became aggressive and had to be put down. You chose to adopt the creature 
  instead of leaving it. Your relationship started off rocky. Has it smoothed out since then, or are things 
  still tense at times?
  4
  You found the patron’s egg (or its infant form) in the lair of a spellcaster. It appeared as though 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. 
  5
  On a starlit night in the wilds, you heard a lonesome song across the night air. When you found the 
  source of this harrowing melody, you discovered the patron. What was your patron so forlorn about? 
  Why did you decide to help it?
  6
  Your patron was being chased by other, larger creatures that wished to eat it. You intervened and 
  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.
  7
  An adult version of your patron appeared before you, juvenile patron by their side. They forced your 
  patron upon you, insisting that you help raise it and become its servant. You survived because you 
  agreed to their terms unconditionally.
  8
  A friend of yours was the original warlock for your patron. Unfortunately, they died. Why did 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?
  9
  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 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?
  10
  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? Do you even know? 
  Work out the reason with your Dungeon Master and determine if your character is aware of it.
  11
  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 you both 
  without intermingling your souls. Now you and the patron are forever connected. How do the both of 
  you feel about this arrangement?
  12
  While sleeping one night, you had a strange dream. In the dream, the patron reached out to 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.
  
  Tables
  Tables
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  tABle
  ABle: p
  : pAtrOn
  AtrOn m
   mishAps
  ishAps
  Roll
  1d20
  Roll Result
  1
  Your Patron, the gumptious familiar, has recently developed extreme overconfidence. It takes daring leaps, challenges 
  larger foes, and performs other foolhardy but “brave” deeds for the next two weeks.
  2
  Your Patron, the smart little scamp, has learned its first word or has learned to mimic a word. Unfortunately, its word of 
  choice is particularly creepy or profane. Your Patron often uses it at the worst possible times.
  3
  Your Patron, in all its infinite wisdom, has gotten its head (or another appendage) stuck in something. It might be the 
  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.
  4
  Your Patron, the energetic little tyke, has found a new chew toy that it cannot bear to part with. Unfortunately, it is an 
  important piece of your equipment, such as a boot, the leather strap of your breastplate, or your arcane focus.
  5
  You are awoken late at night to a loud clattering and clamoring. Your Patron, bless its soul, has knocked over literally 
  everything in your room or campsite while running around at three in the morning.
  6
  Your Patron, the finicky friend, has become a picky eater. For the next week, it only wants to eat one specific type of 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.
  7
  Your Patron, ever alert, stares off in the distance every night for the remainder of the current adventure. Even though you 
  can clearly see that it is looking at nothing you cannot shake the feeling that something  
  is there.
  8
  Your Patron, thinking itself playful, has taken something incredibly valuable of yours and hidden it. Depending on its 
  species, the hiding place varies. Phoenix Patrons might favor under campfires or in trees, while couatl Patrons might hide 
  things in bushes or burrows.
  9
  Your Patron, the spirited devil, has its own recurring nemesis. Unfortunately, it is its own reflection. It attempts to attack 
  mirrored versions of itself in rivers, mirrors, and other reflective surfaces.
  10
  You awake at night unable to breathe. Your Patron, the cuddly friend, has decided to rest itself over your mouth and 
  nose. It is sound asleep and you are running out of air.
  11
  You wake in the morning to find that your Patron, the sly scoundrel, is nowhere to be found. After searching everywhere, 
  you find it snug and asleep in your closed backpack.
  12
  Your Patron runs directly into the next door you approach at full speed. Depending on its size and strength, there is a 
  good chance that it destroys the door.
  13
  Your Patron, the playful beast, has developed a new game. The game consists of taking things you love and pushing 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!
  14
  Your Patron, loyal to the end, has decided that your personal space is irrelevant. Any time you need a moment of 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.
  15
  Your Patron, your friend-til-the-end, begins to shout at something much larger and much more dangerous than it. The 
  moment it gains the attention of its target, it promptly runs behind you and graciously allows you deal with the problem.
  16
  Your Patron, your lifelong bosom buddy, grows impatient. The next time it wants your attention and you don’t readily 
  give it, regardless of your reason, it gently puts an armed appendage on your face as if to say “Listen, buddy.”
  17
  Your Patron, who’s normally so well-behaved, has really taken a liking to an important person you’ve recently met. 
  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.
  18
  Your Patron, who loves to share, has developed a passion for sharing meals. More specifically, it wants to share your 
  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.
  19
  Your Patron, who’s never been like this before, has been causing trouble in town. Its bad behavior has drawn the ire of the 
  locals, who grow increasingly agitated with its behavior and want you to deal with it.
  20
  You Patron, who’s sweet and attached to you, does not want you to leave it alone or head into danger. Any time you 
  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.
  
  18 | Subclasses
  18 | Subclasses
  Subclasses
  Subclasses
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Guardian of Rebirth
  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. 
  CreAting
  reAting yOur
  yOur p
   pAtrOn
  AtrOn
  Just a few cosmetic things to think about when 
  imagining your patron.
  Enflamed: Are phoenixes fully enwreathed in 
  flame upon hatching; does it happen as they age, 
  or perhaps all at once marking its new stage? 
  Discuss this with your DM. 
  hAtChling
  AtChling q
   quirks
  uirks
  The following quirks are unique to Phoenix 
  Chick Patrons.
  expAnded
  xpAnded s
   spell
  pell l
   list
  ist
  The Phoenix Chick 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.
  Roll
  1d6
  Phoenix Hatchling Quirks
  1
  The phoenix’s flames grow in strength as the sun reaches its zenith and weaken as 
  the sun sets. At night, the phoenix gets quite chilly and loves to snuggle up with its 
  warlock or another ally to stay warm.
  2
  The phoenix enjoys swimming in boiling water or soups. During meal time it happily 
  floats around in the stewpot and gets huffy if it is taken out. It will spend the rest of 
  the night sulking in the campfire.
  3
  The phoenix refuses to eat uncooked foods. Any bugs that it catches are first char-
  broiled before they are eaten. Particularly finicky phoenix chicks will attempt to steal 
  spices, such as hot peppers, to flavor their meal.
  4
  The phoenix is plumper than most phoenix chicks. It loves flying and attempts to 
  jump off of things with great frequency, experiencing mixed results. It remains plump 
  for the rest of its life but becomes an exceptionally strong flier.
  5
  The phoenix is incredibly anxious at all times. It panics during rainstorms and sticks 
  close to the warlock, preferring to hide in their clothes.
  6
  The phoenix thinks that its warlock is somewhat weak. It will occasionally attract 
  trouble in order to “test and strengthen” its warlock.
  
  19 | Subclasses
  19 | Subclasses
  Guardian of Rebirth
  Guardian of Rebirth
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Spell 
  Level
  Spells
  1st
  burning hands, healing word
  2nd
  continual flame, lesser restoration
  3rd
  feign death, revivify
  4th
  death ward, fire shield
  5th
  flame strike, greater restoration
  phOelArCh
  hOelArCh B
   BOdy
  Ody
  Starting at 1st level, your connection to the 
  phoenix chick is formed but is very weak. 
  Your skin is tinged with red and your hair 
  shimmers like flame when you cast spells. 
  Your hit point maximum increases by 1 and 
  increases by 1 again whenever you gain a level 
  in this class. Additionally, you gain resistance 
  to fire damage.
  shAred
  hAred h
   heAlth
  eAlth
  Also at 1st level, your life and the life of 
  the phoenix chick become intertwined. You 
  and the phoenix chick share hit points. Any 
  damage that the phoenix chick would take is 
  instead taken by the warlock. If you and the 
  phoenix chick are both caught in an area of 
  effect, you do not take damage twice. If you 
  die, the phoenix chick eventually dies as well, 
  unless it finds a new, willing warlock within 
  one month.
  plAyful
  lAyful f
   flAme
  lAme
  Upon reaching 6th level, the playtime shared 
  between you and the phoenix chick develops 
  a special, tangible power. If you and up to five 
  friendly creatures spend at least 10 minutes 
  during a short or long rest playing with the 
  phoenix chick, each creature gains temporary 
  hit points equal to half your warlock level + 
  your Charisma modifier.
  On B
   Burning
  urning w
   wings
  ings
  At 10th level, you gain the ability to sprout 
  wings of flame. As a bonus action, you gain 
  a 40-foot fly speed for a number of minutes 
  equal to your levels in this class. You can end 
  this effect at any time without using an action. 
  While active, you must spend your fly time in 
  one minute increments. You regain all of your 
  used flying time after finishing a long rest.
  reBirth
  eBirth
  After you reach 14th level, when you make a 
  death saving throw at the start of your turn, 
  you can instead burst into radiant flames. 
  You regain hit points equal to your levels in 
  this class + your Charisma modifier, and then 
  stand up if you so choose. Each creature of 
  your choice that is within 30 feet of you takes 
  3d10 fire damage and 3d10 radiant damage. 
  Once you use this feature, you cannot use it 
  again until you complete a short or long rest.
  
  20 | Subclasses
  20 | Subclasses
  Subclasses
  Subclasses
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Guardian of Sunset
  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.
  CreAting
  reAting yOur
  yOur p
   pAtrOn
  AtrOn
  Just a few cosmetic things to think about 
  when imagining your patron.
  Scales: The color of the couatl’s scales tells 
  you much about its origins.
  Sounds Couatl: Unlike snakes, couatl are 
  capable of eventually mimicking speech 
  from any culture. Though while young, 
  they tend to hiss, chirp, and occasionally 
  make some sort of clicking noise.
  COuAtl
  OuAtl p
   pAtrOn
  AtrOn q
   quirks
  uirks
  The following quirks are unique to Couatl 
  Snakelet Patrons.
  Roll
  1d6
  Couatl Neonate Quirks
  1
  The couatl’s wings are slightly too small. Because of this, they have trouble flying and 
  prefer to cling tightly to their warlock.
  2
  The couatl really, really dislikes when their warlock or their allies lie. It gently nips at 
  a lying character in frustration any time they attempt to deceive someone.
  3
  The couatl’s scales are a tarnished or dull color. It’s self-conscious about that. Each 
  time it sheds, it seems very excited that this might be the time they will get vibrant 
  scales. 
  4
  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 wants, and leaves the coin. It usually overpays for what it takes in  
  the extreme.
  5
  The couatl often stares off at things that aren’t there. When the warlock gains 
  truesight, they can see what the couatl is looking at.
  6
  The couatl loves spending time in water. It frequently tries to slither into waterskins, 
  mugs, lakes, and baths to go for a swim, even at inconvenient times.
  
  21 | Subclasses
  21 | Subclasses
  Guardian of Sunset
  Guardian of Sunset
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  expAnded
  xpAnded s
   spell
  pell l
   list
  ist
  The Couatl Neonate 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.
  Spell 
  Level
  Spells
  1st
  cure wounds, detect evil and 
  good
  2nd
  calm emotions, zone of truth
  3rd
  beacon of hope, remove curse
  4th
  guardian of faith, polymorph
  5th
  dispel evil and good,  
  mass cure wounds
  Blessed
  lessed B
   BOdy
  Ody
  Starting at 1st level, your connection to the 
  couatl neonate has formed but is very weak. 
  You gain small, iridescent scales in patches on 
  your body and your hair takes on an ethereal 
  sheen. You also gain resistance to psychic and  
  radiant damage.
  Additionally, you can speak Celestial.
  shAred
  hAred h
   heAlth
  eAlth
  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.
  plAyful
  lAyful l
   link
  ink
  Upon reaching 6th level, the playtime shared 
  between you and the couatl neonate develops 
  a special, tangible power. If you and up to five 
  friendly creatures spend at least 10 minutes 
  during a short or long rest playing with the 
  couatl neonate, you all become psychically 
  linked. For the next four hours, you and each 
  creature who shares this psychic link can 
  communicate telepathically with one another 
  while within 120 feet of each other.
  shielded
  hielded B
   BOnd
  Ond
  At 10th level, while you and the couatl 
  neonate are within 100 feet of each other, you 
  are both immune to scrying and to any effects 
  that would sense your emotions, read your 
  thoughts, or detect your locations.
  eyes
  yes Of
  Of the
  the d
   divine
  ivine
  When you reach 14th level, you gain the ability 
  to bestow yourself with your companion’s 
  eyes. As a bonus action, you can grant yourself 
  a facsimile of couatl eyes. You gain truesight 
  out to a range of 60 feet for one hour. Once 
  you use this feature, you cannot use it again 
  until you complete a short or long rest.
  
  22 | Subclasses
  22 | Subclasses
  Subclasses
  Subclasses
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Deep Scale Guardian
  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. 
  CreAting
  reAting yOur
  yOur p
   pAtrOn
  AtrOn
  Just a few cosmetic things to think about when 
  imagining your patron.
  Turtles Shell: Is the shell smooth, rough, or 
  some pattern that rises from the shell?
  drAgOn
  rAgOn t
   turtlette
  urtlette p
   pAtrOn
  AtrOn q
   quirks
  uirks
  The following quirks are unique to 
  Dragon Turtle patrons.
  expAnded
  xpAnded s
   spell
  pell l
   list
  ist
  The dragon turtlette 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.
  Roll
  1d6
  Dragon Turtlette Patron Quirks
  1
  The edges of the dragon turtle’s shell are particularly sharp. It attempts to dull these 
  edges by rubbing up against hard objects like walls, stones, trees, or unequipped suits 
  of armor.
  2
  The dragon turtle is uncharacteristically afraid of deep, dark water. It takes a great 
  deal of reassurance to coax it into swimming in water it cannot see the bottom of.
  3
  The dragon turtle enjoys playing pranks in cahoots with its caretaker. Its favorite 
  prank is to 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.
  4
  The dragon turtle gently hums at night. As it ages, the song becomes deeper and 
  bassier, not unlike a melodic whale song.
  5
  The dragon turtle salivates at the smell of cooking meat. It greatly prefers either the 
  meat of landborne creatures or seaborne creatures over any alternative.
  6
  The dragon turtle enjoys stomping around in the mornings to stretch its legs and fins. 
  It allows other creatures to participate in this activity, provided they agree to follow 
  the dragon turtle’s movements.
  
  23 | Subclasses
  23 | Subclasses
  Deep Scale Guardian
  Deep Scale Guardian
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Spell 
  Level
  Spells
  1st
  fog cloud, speak with animals
  2nd
  protection from poison,  
  spike growth
  3rd
  stinking cloud, water breathing
  4th
  control water, dominate beast
  5th
  commune with nature, cloudkill
  ArmOred
  rmOred B
   BOdy
  Ody
  Starting at 1st level, your connection to the 
  dragon turtlette is formed but is very weak. 
  Your skin hardens and scaled plates form on 
  your knuckles. While you are not wearing any 
  armor, your Armor Class equals 10 + your 
  Dexterity modifier + your Charisma modifier. 
  You can use a shield and still gain this benefit.
  Additionally, you can speak Aquan or 
  Draconic.
  shAred
  hAred h
   heAlth
  eAlth
  Also at 1st level, your life and the life of the 
  dragon turtle become intertwined. You and 
  the dragon turtle share hit points. Any damage 
  that the dragon turtlette would take is instead 
  taken by the warlock. If you and the dragon 
  turtle are both caught in an area of effect, 
  you do not take damage twice. If you die, the 
  dragon turtle dies as well unless it finds a new, 
  willing warlock within one month.
  defensive
  efensive p
   plAy
  lAy
  Upon reaching 6th level, the playtime shared 
  between you and the dragon turtle develops a 
  special, tangible power. If you and up to five 
  friendly creatures spend at least 10 minutes 
  during a short or long rest playing with 
  the dragon turtle you can choose between 
  bludgeoning, piercing, or slashing damage. 
  You and the creatures who played with the 
  dragon turtle gain resistance to the chosen 
  damage type for the next two hours.
  steAm
  teAm B
   BreAth
  reAth
  At 10th level, you gain the ability to breath a 
  30-foot cone of scalding steam as an action. 
  Each creature in that area must make a 
  Constitution saving throw against your 
  Warlock spell save DC. Creatures take 5d10 
  fire damage on a failed save, or half as much 
  on a successful one. Being underwater doesn’t 
  grant resistance against this damage. You can 
  use this ability once per long-rest.
  eternAl
  ternAl f
   fOrm
  Orm
  When you reach 14th level, you gain the 
  longevity of the dragon turtle. You do not 
  suffer the fragility of old age, and you can’t be 
  aged magically. You can still die of old age, 
  however. Additionally, you become immune 
  to first five levels of the exhausted condition.
  
  24 | Subclasses
  24 | Subclasses
  Subclasses
  Subclasses
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  Guardian of the Dragon
  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.
  CreAting
  reAting yOur
  yOur p
   pAtrOn
  AtrOn
  Just a few cosmetic things to think about when 
  imagining your paton.
  Dragon Type: What color is the wyrmling? What is it’s 
  unique breath?
  drAgOn
  rAgOn w
   wrymling
  rymling p
   pAtrOn
  AtrOn q
   quirks
  uirks
  The following quirks are unique to dragon wyrmling 
  patrons:
  Roll
  1d6
  Dragon Wyrmling Quirks
  1
  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 frustrated if its ideas are ignored but can be easily talked in to think 
  someone else’s idea is its own.
  2
  When the dragon’s warlock does what it deems as “a good job,” it reluctantly rewards 
  them. It 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.
  3
  The dragon’s teeth are incredibly small. It has a tough time chewing food and favors 
  soft meats and plant matter. It can often be seen baring its teeth at reflective surfaces to 
  study its tiny fangs.
  4
  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 down.” It sulks when it loses a bet and acts smug if it wins, 
  assuring its opponent that “they’ll get ‘em next time.”
  5
  The dragon’s wings are larger than they should be. These floppy wings often drag on 
  the ground behind the dragon as it runs. It favors walking over flying.
  6
  The dragon frequently gets the hiccups. During these hiccupping fits, it often loses 
  control of its breath weapon and releases small waves of flame, clouds of poison, or 
  another appropriately cute representation for its species’ breath weapon.
  
  25 | Subclasses
  25 | Subclasses
  Guardian of the Dragon
  Guardian of the Dragon
  by metal Weave games
  by metal Weave games
  Navication
  Navication
  expAnded
  xpAnded s
   spell
  pell l
   list
  ist
  The Dragon Whelp 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.
  Spell 
  Level
  Spells
  1st
  chromatic orb, disguise self
  2nd
  dragon’s breath, see 
  invisibility
  3rd
  protection from energy, 
  tongues
  4th
  polymorph, stoneskin
  5th
  legend lore, seeming
  drACOniC
  rACOniC B
   BOdy
  Ody
  Starting at 1st level, your connection to the 
  dragon whelp is formed but is very weak. 
  Your nails harden and sharpen and your skin 
  gains scales of an appropriate hue. You gain 
  a claw attack which you can use to make 
  unarmed strikes. Unlike normal claws, you can 
  use your Charisma modifier instead of your 
  Strength modifier on attack rolls. The claws 
  deal 1d8 + your Charisma modifier slashing 
  damage. If you take the Pact of the Blade, these 
  claws can be your pact weapon.
  Additionally, you gain proficiency in either the 
  Persuasion or Intimidation skill and  
  speak Draconic.
  shAred
  hAred h
   heAlth
  eAlth
  Also at 1st level, your life and the life of the 
  dragon 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.
  COurAgeOus
  OurAgeOus p
   plAy
  lAy
  Upon reaching 6th level, the playtime shared 
  between you and the dragon whelp develops 
  a special, tangible power. If you and up to five 
  friendly creatures spend at least 10 minutes 
  during a short or long rest playing with the 
  dragon whelp each creature gains advantage 
  on saving throws against being frightened for 
  the next four hours.
  drAgOn
  rAgOn’s s
   senses
  enses
  At 10th level, your senses heighten and you 
  gain the ability to detect things you normally 
  would be unable to. You gain blindsight out to 
  a range of 60 feet. Additionally, creatures with 
  a strong sense of smell detect your scent as 
  that of a dragon.
  COmmAnding
  OmmAnding w
   wOrd
  Ord
  When you reach 14th level, you can speak 
  with the authority of great dragons. As an 
  action, you can utter a command to a number 
  of creatures of your choice, within 60 feet of 
  you, equal to your levels in this class, that can 
  hear you. Each target must make a Charisma 
  saving throw against your Warlock spell 
  DC. On a failed save, you can command the 
  targets to do something of your choosing. The 
  command can be anything except something 
  that would obviously cause the target to die. 
  Each target follows your command for the 
  next 2 hours. You cannot command targets 
  individually. Creatures that are immune to the 
  frightened condition automatically pass their 
  saving throw.
  You must finish a long rest before you can use 
  this feature again.
  
  26 | Feedback
  26 | Feedback
  by metal Weave games
  by metal Weave games
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  We appreciate you taking the time to go through the Baby Bestiary 
  5e Companion Warlock. If you have any feedback, comments, or 
  ideas on balancing, improving or expanding the Caretaker Warlock 
  (or even just the stories of you using it) the best place to reach me 
  would be on my twitter handle (@Andreas_mwg) or in the  
  Metal Weave Games’ Discord channel.
  
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