TEXT:  
   
   
  CARDINAL GUARDIANS 
  Warlock Patrons 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Cardinal Guardians: Warlock Patrons - 1 
  Contents 
  Kudos ........................................................................... 1 
  Cardinal Guardians ...................................................... 1 
  Warlocks .................................................................. 1 
  Azure Dragon ............................................................... 2 
  Extended Spell List ................................................... 2 
  Cloud Carver ............................................................ 2 
  Storm Rider .............................................................. 2 
  Heaven Bound ......................................................... 2 
  Azure Breath ............................................................ 2 
  Black Tortoise .............................................................. 3 
  Extended Spell List ................................................... 3 
  Future Glimpse ........................................................ 3 
  Immortal Protection ................................................ 3 
  Eternal Body ............................................................ 3 
  Timeless Action ........................................................ 3 
  White Tiger .................................................................. 4 
  Extended Spell List ................................................... 4 
  Protection Proficiency ............................................. 4 
  Stalwart Defender .................................................... 4 
  Dauntless Radiance .................................................. 4 
  Unyielding Soul ........................................................ 4 
  Guardian Spirit ......................................................... 4 
  Vermillion Phoenix ....................................................... 5 
  Extended Spell List ................................................... 5 
  Twist of Fortune ....................................................... 5 
  Benefactor ............................................................... 5 
  Fateful Save ............................................................. 5 
  Chance and Circumstance ....................................... 5 
   
   
  Kudos 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast 
  product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and 
  other countries. 
  This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such 
  material is used with permission under the 
  Community Content Agreement for Dungeon Masters 
  Guild. 
  All other original material in this work is copyright 
  2019 by M. Shengren and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild. 
  The following material in this work is an 
  interpretation of mythology and should be taken with 
  a grain of salt. All spells can be found in the Player’s 
  Handbook. 
  Cardinal Guardians 
  Following the four cardinal directions and outside of 
  the natural planes lie the domains of the Cardinal 
  Guardians. They are tasked with protecting the natural 
  balance of the world and partake in activities on the 
  material plane through avatars, influences, and acting 
  as patrons. The four guardians serve a greater 
  purpose, although, some have grown sympathy for 
  the mortals that live in between their realms. 
  Warlocks  
  Forming pacts with these guardians allows a warlock 
  to draw on their power with a few added restrictions. 
  Search for these guardians are often fruitless, unless 
  the explorer is explicitly invited to their domain or 
  communicated with dreams and avatars. These 
  patrons hold expectations for those that serve under 
  them. Those who break their pact with a guardian 
  must make atonement before being able to replenish 
  spell slots, use class features, invocations, or pacts.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Cardinal Guardians: Warlock Patrons - 2 
  Azure Dragon  
  You have formed a pact with the draconic entity of the 
  east, a massive creature that spans more than a 
  quarter of the sky. Unlike other guardians, the Azure 
  Dragon often meddles around with human affairs with 
  shape-shifting avatars. He influences clouds, waters, 
  and weather. With his benevolent view above, he 
  expects those that form a pact with him to be just as 
  caring to those around him. 
  Azure Dragon Features 
  Warlock Level 
  Feature 
  1st 
  Extended Spell List, Cloud Carver 
  6th 
  Storm Rider 
  10th 
  Heaven Bound 
  14th 
  Azure Breath 
   
  Extended Spell List 
  The Dragon 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. 
  Azure Dragon Expanded Spells 
  Spell Level 
  Spells 
  1st 
  feather fall, fog cloud 
  2nd 
  enlarge/reduce, gust of wind 
  3rd 
  call lightning, sleet storm 
  4th 
  freedom of movement, ice storm 
  5th 
  cloudkill, creation 
   
  Cloud Carver  
  Starting at 1st level, you can use a bonus action to 
  create and mold a small-sized cloud into hardened 
  shapes. You can turn this cloud into weapons, shields, 
  and simple equipment that fits in a 5-foot cube. 
  Clouds are not sharp; making slashing or piercing 
  weapons can prove to be a challenge. Damage dealt 
  with this molded shape, it deals an extra 1d4 lightning 
  damage on a hit. The cloud disappears if it becomes 
  further than 30 feet away from you or use a free 
  action to make it dissipate. You can have a number of 
  clouds active equal to your Charisma modifier 
  (minimum of one).  
  Storm Rider  
  At 6th level, you can use an action to summon a 
  medium-sized storm cloud within 5 feet of you. This 
  storm cloud has a carrying capacity of 200 pounds, a 
  flying speed of 40 feet, and can seat one medium-
  sized creature.  
  On your turn, you can mentally command the cloud 
  to move. The cloud can enter and occupy the space of 
  another creature. The cloud can pass through small 
  holes, narrow openings, and even mere cracks, though 
  it treats liquids as though they were solid surfaces. 
  Otherwise, the cloud can only do tasks a cloud could 
  feasibly do.  
  Damage inflicted on the cloud makes it disappear. It 
  has AC 10 and 1 hit point. The cloud is immune to 
  damage except for damage from Bludgeoning, 
  Piercing, and Slashing from magical weapons.  
  You can only have one of these clouds. Once you 
  use this feature, you cannot use it again until you take 
  a long or short rest.  
  Heaven Bound  
  At 10th level, you can use a reaction to reduce your 
  fall damage by an amount equal to five times your 
  warlock level. 
  You become resistance to lightning damage and can 
  use a reaction to deal lightning damage equal to the 
  amount of damaged resisted to a target within 30 feet 
  of you. 
  Azure Breath  
  At 14th level, you can use an action to blow a plume of 
  lightning clouds in a 20-foot cone in front of you. The 
  clouds will seep around corners and creatures.  
  The area becomes heavily obscured and creatures 
  that enter the clouds or end their turn inside them 
  must make a Dexterity saving throw. They take 5d10 
  lightning damage or half on a successful save.  
  A moderate wind (at least 10 miles per hour) 
  disperses the c1ouds after 4 rounds. A strong wind (at 
  least 20 miles per hour) disperses it after 1 round. 
  Otherwise, the clouds stay for one minute or you use a 
  bonus action to dissipate it.  
  After you use Azure Breath, you cannot use it again 
  until you finish a long rest.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Cardinal Guardians: Warlock Patrons - 3 
  Black Tortoise  
  You formed a patronage with the ageless, wise 
  tortoise of the north who's said to have been living 
  before the final form of the universe. This black 
  tortoise is the most detached from humans, as an 
  onlooker to the primitive affairs on the material plane. 
  People often seek the tortoise for wisdom or 
  divination of the future. He expects those that seek 
  power to not use his gifts frivolous.  
  Black Tortoise Features 
  Warlock Level 
  Feature 
  1st 
  Extended Spell List, Future Glimpse 
  6th 
  Immortal Protection 
  10th 
  Eternal Body 
  14th 
  Timeless Action 
   
  Extended Spell List 
  The Tortoise 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. 
  Black Tortoise Expanded Spells 
  Spell Level 
  Spells 
  1st 
  false life, identify 
  2nd 
  augury, locate object 
  3rd 
  clairvoyance, protection from energy 
  4th 
  divination, locate creature 
  5th 
  antilife shell, legend lore 
   
  Future Glimpse  
  Starting at 1st level, you can catch glimpses of the 
  future to catch an edge in combat. While you are not 
  incapacitated, add your proficiency bonus to your 
  armor class and damage rolls. 
  Immortal Protection  
  At 6th level, the secrets of immortality protect you 
  from sudden death. If an attack or spell effect would 
  drop your hit points to 0 or immediately kills, you can 
  instead take no damage. Once you use this feature, it 
  you cannot use this again until you finish a long rest.  
  Eternal Body  
  At 10th level, you will not age or die of old age. Your 
  patron sustains you, making you immune to frailty of 
  old age, and you can't magic cannot alter your age. In 
  addition, you no longer need food or water.  
  Timeless Action 
  At 14th level, your patron’s link lays out the future and 
  you can seize the opportunities. On your turn you can 
  take another turn in a row, during which you can use 
  actions and movement as normal. You can use this 
  feature a number of times equal to your Charisma 
  modifier (minimum of one). You replenish all spent 
  uses after a long rest.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Cardinal Guardians: Warlock Patrons - 4 
  White Tiger  
  Your patron is a white tiger that guards his domain in 
  the west. A large and regal figure, the White Tiger of 
  the West stands as a vigilant protector. He holds the 
  valued of honor and valor in high regard, often 
  expecting those serving under him to do the same. 
  The White Tiger allows those that shelter the weak 
  and those of burning ambition in their hearts to draw 
  power from him.  
  White Tiger Features 
  Warlock Level 
  Feature 
  1st 
  Extended Spell List, Protection 
  Proficiency, Stalwart Defender 
  6th 
  Dauntless Radiance 
  10th 
  Unyielding Soul 
  14th 
  Guardian Spirit 
   
  Extended Spell List 
  The Tiger 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. 
  White Tiger Expanded Spells 
  Spell Level 
  Spells 
  1st 
  sanctuary, shield 
  2nd 
  gentle repose, warding bond 
  3rd 
  aura of vitality, beacon of hope 
  4th 
  aura of life, death ward 
  5th 
  circle of power, hallow 
   
  Protection Proficiency  
  You gain proficiency with medium armor and shields. 
  You can also cast spells while holding objects in both 
  hands.  
  Stalwart Defender  
  Starting at 1st level, you can guard others from 
  danger. When a creature attacks a target within 5 feet 
  of you, but before they roll dice for the attack, you can 
  use a reaction and become the target instead. If you 
  take damage from this attack, you half the damage 
  you would take.  
  Then you gain temporary hit points equal to your 
  Warlock level + your Charisma modifier (minimum of 
  one).  
  You can use this feature a number of times equal to 
  your Charisma modifier (minimum of once). You 
  regain all spent uses when you finish a long or short 
  rest.  
  Dauntless Radiance  
  At 6th level, you become immune to being frightened. 
  Friendly allies have advantage on saving throws 
  against being frightened within 30 feet of you unless 
  you are incapacitated.  
  Unyielding Soul  
  At 10th level, whenever you must make a death saving 
  throw, you automatically become stabilized. While 
  you are not incapacitated, allies within 30 feet of you 
  also become stabilized if they must make a death 
  saving throw.  
  Guardian Spirit  
  At 14th level, you can call on the spirit of the White 
  Tiger to protect others from harm. As a bonus action, 
  you can compel others to attack you. For 1 minute, 
  enemies within 60 feet of you and have a line of sight 
  must make a Wisdom saving throw.  
  If a creature fails, you have advantage on attack rolls 
  against them. The creatures affected must make a 
  Wisdom saving throw to attack targets other than you 
  and to move away from you. At the end of the turn, 
  the creature can make another Wisdom saving throw 
  against this effect.  
  On any successful save, they become immune to the 
  effect of this feature for 24 hours.  
  You can use this feature a number of times equal to 
  your Charisma modifier (minimum of once). You must 
  finish a long rest to replenish spent uses.  
   
   
  Celestial Rivalry 
  While the White Tiger and Azure Dragon share the 
  same responsibility, they hold a rivalry that spans 
  eons. Their rivalry is rooted in their inverted 
  personalities and ideologies, such as the White 
  Tiger as the fierce protector of the earth and the 
  Azure Dragon as the patient explorer of the sky. 
  Warlocks and worshippers of opposing guardians 
  are known for holding animosity against each other. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Cardinal Guardians: Warlock Patrons - 5 
  Vermillion Phoenix  
  Your patron is an elusive phoenix with radiant feathers 
  and enchanting songs hidden in the south. Many know 
  this fascinating bird shows itself during times of good 
  fortune and is a sign of bountiful luck. She can divulge 
  her fortune to you, in expectation you can be 
  generous and thoughtful to those less fortunate.  
  Vermillion Phoenix Features 
  Warlock Level 
  Feature 
  1st 
  Extended Spell List, Twist of 
  Fortune 
  6th 
  Benefactor 
  10th 
  Fateful Save 
  14th 
  Chance and Circumstance 
   
  Extended Spell List 
  The Phoenix 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. 
  Vermillion Phoenix Expanded Spells 
  Spell Level 
  Spells 
  1st 
  bless, guiding bolt 
  2nd 
  calm emotions, enhance ability 
  3rd 
  elemental weapon, fireball 
  4th 
  compulsion, fire shield 
  5th 
  flame strike, geas 
  Twist of Fortune  
  Starting at 1st level, you can subtly twist fate into your 
  favor. Have a number of fortune points equal to your 
  proficiency bonus.  
  Before you roll for a saving throw, an ability check, 
  or attack, you can use one fortune point to add a 1d6 
  to the roll. You can only use this feature once a turn.  
  All spent fortune points are restored after a short or 
  long rest.  
  Benefactor  
  At 6th level, you can aid others by subtly tipping their 
  odds. When an ally you have a line of sight with rolls 
  for a saving throw, an ability check, or attack, you can 
  use a reaction and a fortune point to add a 1d6 + your 
  Charisma modifier to their roll.  
  Fateful Save  
  At 10th level, your fortune skews to protect you from 
  harm. When an effect allows you to make a saving 
  throw to take only half damage, you can spend two 
  fortune points to take no damage if you succeed on 
  the saving throw, and only half damage if you fail. 
  Alternatively, by spending two fortune points you gain 
  advantage on the saving throw.  
  Chance and Circumstance  
  At 14th level when you must roll dice, instead of 
  rolling you can decide what number the dice will land 
  on. This feature can affect a group of dice. For 
  example, if an attack inflicts 2d8 fire damage + 1d6 
  bludgeoning damage, you can decide what the result 
  of both d8s or the d6 will be instead of rolling. Once 
  you use this feature, you can use again it once you 
  finish a long rest.  
  
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