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  Table of Contents 
  Otherworldly Patrons ...................................................................................................................................... 1 
       Mother Beast ................................................................................................................................................... 1 
       The Blood ......................................................................................................................................................... 2 
       The Crones ....................................................................................................................................................... 2 
       The Pharaoh .................................................................................................................................................... 3 
       The Pumpkin King ........................................................................................................................................... 5 
       The Reaper ........................................................................................................................................................ 6 
  Pact Boons ............................................................................................................................................................ 7 
  Eldritch Invocations ......................................................................................................................................... 8 
  Spells ...................................................................................................................................................................... 9 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  All Patrons Eve is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2015 Mage Hand Press. All Rights Reserved 
  
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  Otherworldly 
  Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  Mother Beast 
  You have forged a pact with the spirit of an antediluvian 
  creature, the precursor to all modern beasts. Mother Beast, 
  as she is known, cares little for human affairs, but is deeply 
  invested in her 'children,' the creatures of the world, great 
  and small. She has granted you ferocious strength and the 
  bloodlust of her kin through a unique kind of lycanthropy 
  which leaves your personality completely intact, even as 
  your appearance grows more savage with claws, teeth, and 
  fur. 
  Expanded Spell List 
  Mother Beast 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. 
   
   
   
   
   
   
   
   
   
   
   
  Mother Beast Expanded Spells 
  Spell Level 
  Spells 
  1st 
  animal friendship, disguise self 
  2nd 
  barkskin, enhance ability 
  3rd 
  conjure animals, protection from energy 
  4th 
  dominate beast, locate creature 
  5th 
  commune with nature, contagion 
  Lycanthropy 
  Starting at 1st level, you are a shapechanger. As a bonus 
  action, you can polymorph into a wolf-hybrid form or into 
  a wolf, of back into your true form. In your hybrid form 
  and your wolf form, you gain a bite attack, which is an 
  unarmed strike that deals 1d6 damage on a hit, and your 
  Armor Class is equal to 13 + your Dexterity modifier, but 
  you cannot wear armor or cast spells. If you were wearing 
  armor when you transform, this armor falls off. In wolf 
  form, your base walking speed increases by 15 feet, but you 
  also cannot cast spells or hold weapons or items. All other 
  statistics are unchanged while polymorphed. 
       At 6th level, when you use the Attack action to bite 
  while in hybrid form, you can make a weapon attack as a 
  bonus action. 
  Mother’s Blessing 
  Beginning at 6th level, when you polymorph into a wolf or 
  a hybrid form, you have resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical weapons 
  that aren't silvered until the beginning of your next turn. 
  Shape Control 
  By 10th level, you are more completely in control of your 
  form. As a bonus action on your turn, you can end the 
  effect of a transmutation spell affecting you. After using 
  this ability, you must complete a short or long rest before 
  you can do so again. 
  Touch of Beasthood 
   At 14th level, when you hit a creature with your bite  
    attack, you can temporarily share the beast's curse. When  
      you do so, the creature must make a Constitution saving  
       throw. On a failed save, the creature takes 8d10 force  
       damage as their body rapidly transforms into a feral,  
     animalistic state. For the next minute, the creature cannot 
  speak, is disoriented as though under the confusion spell, 
  and is vulnerable to fire damage and any damage dealt 
  using silvered weapons. On a successful save, the creature 
  takes half damage and suffers no other effects. After using 
  this ability, you must complete a long rest before you can 
  do so again. 
  
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  The Blood 
  Vampires, by common folk, are known as the absolute 
  masters of the night. They are powerful, violent, and 
  terrifying beyond measure. Despite that, one of the defining 
  traits of the master vampire is his unfailing ability to draw 
  others to him, to bind them to their service and to subjugate 
  them with their awe. 
       Warlocks who take the Blood Pact seek to gain a 
  measure of a master vampire's incredible strength, 
  intimidating presence, and immortal stamina. They desire 
  to become true masters of the night, and eventually, 
  vampires in their own right. 
  Expanded Spell List 
  The Blood allows 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. 
  Blood Expanded Spells 
  Spell Level 
  Spells 
  1st 
  fog cloud, inflict wounds 
  2nd 
  alter self, spider climb 
  3rd 
  conjure animals, haste 
  4th 
  dominate beast, greater invisibility 
  5th 
  dominate person, geas 
  Bloodthirst 
  At 1st level, you grow a sharp pair of retractable fangs, and 
  gain a powerful thirst for blood. After reducing an enemy 
  to 0 HP, you can use your bonus action to regain a number 
  of HP equal to your Charisma modifier + your warlock 
  level. 
  Alluring Presence 
  At 6th level, your eyes turn a bright shade of red, and you 
  learn to melt your opponent's willpower with but a stare. As 
  an action, choose a creature within 30 feet that you can see 
  to make a Wisdom saving throw. On a failed save, the 
  creature is charmed or frightened by you (your choice). 
  This effect ends once the creature can no longer see you, is 
  further than 60 feet from you, or takes damage. 
       A creature that successfully saves against this effect 
  cannot be affected by it again for 24 hours. 
  Immortal Fortitude 
  At 10th level, your skin (and possibly your hair) toughens 
  and takes on an unearthly hue (porcelain white, jet black, 
  emerald green, etc.), and your aging seems to stop 
  altogether. When you finish a short rest, select two damage 
  types from the following: bludgeoning, piercing, or 
  slashing damage. You gain resistance to these two damage 
  types until you take a short or long rest. This resistance 
  does not affect damage from magical or silver weapons. 
       Additionally, you no longer age, do not suffer the effects 
  of old age, cannot be magically aged, and cannot die from 
  old age. 
  Child of the Night 
  At 14th level, you gain the ability to change your form like 
  that of your master. As an action, you can Wild Shape (as 
  the druid class feature) into the form of a wolf, a bat, or a 
  rat. Alternatively, you can take the form of a swarm of bats, 
  a swarm of rats, or a dire wolf. If you take one of these 
  forms, you must take a short or long rest before you can use 
  one of those forms again. 
  The Crones 
  The crones are a trio of ancient beings concerned with life, 
  death, and fate. According to legend, they are the mothers 
  of all hags, and the keepers of the divine Threads of Fate, 
  which foresee when all creatures, from gods to men, shall 
  die. To make a pact with them is to invite a curse upon 
  yourself, to shorten your own Thread of Fate, and to be 
  stricken to your core by the darkest arcana. 
       The crones are not concerned with the way things ought 
  to be; they are apart from all that. By cutting threads with 
  their shears, they enforce all things per Fate’s will. To that 
  end, they mandate their warlocks to curse some and murder 
  others, so that the Threads of Fate remain in balance. 
  Expanded Spell List 
  The Crones let 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. 
  Crones Expanded Spells 
  Spell Level 
  Spells 
  1st 
  charm person, hideous laughter 
  2nd 
  animal messenger, silence 
  3rd 
  bestow curse, conjure animals 
  4th 
  divination, polymorph 
  5th 
  contagion, geas 
  Eldritch Augury 
  Starting at 1st level, the Crones teach you to see some 
  Threads of Fate, to a limited extent. When you finish a long 
  rest, roll a d20 and record the number rolled. You can 
  replace any attack roll, saving throw, or ability check made 
  by you or a creature that you can see with this foretelling 
  roll. You must choose to do so before the roll,  
  
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  and can only use this roll once. You regain your foretelling 
  roll when you take a long rest. 
  Eldritch Cauldron 
  At 6th level, the Crones teach you ancient techniques for 
  brewing potions. During a short or long rest, you can 
  perform a ritual to convert an ordinary vial of water into 
  one of the following potions: a potion of animal friendship, 
  healing, or poison. You can only have one of these potions 
  at a time. 
  Mark of the Coven 
  Starting at 10th level, the crones mark you as one of their 
  own. You can't be poisoned or diseased. Additionally, 
  though you still appear to age normally, you suffer none of 
  the frailty of old age, and you can't be aged magically. 
  Thread of Fate 
  By 14th level, your magic rips at the very threads of fate. 
  When you cast a spell of 1st level or higher that a target of 
  the spell successfully saves against, you can use a bonus 
  action to deal 1d10 + your Charisma modifier necrotic 
  damage to the target. 
  The Pharaoh 
  The ancient kings of the deserts, known as pharaohs, were 
  more gods to their subjects than mortal lords. This 
  veneration was not without cause, for the masters of the 
  sands were indeed godlike in their powers: they forged 
  cities out of living sand, raised great pyramids to channel 
  their mighty divine power, and even mastered death itself. 
  You, though either luck, determination, or great misfortune, 
  have come under the sway of one of these old masters, and 
  they grant you a portion of their immense power. 
  Pharaoh's Will 
  The pharaohs of old are not as capricious with their gifts as 
  other patrons may be, and demand much from you. When 
  you make this pact, you gain a bond dependent on the 
  pharaoh to which you are bound. Choose one from the list 
  below, or roll 1d10 to determine randomly: 
   
   
   
   
   
   
  d10 Pharaoh 
   
  1 
  Ra. I glory in the sun, and will endeavor to bring my great 
  and terrible light to all corners of the world. 
  2 
  Isis. I seek magic in all its forms, and will stop at nothing to 
  gain a new trinket or bauble. 
  3 
  Thoth. Knowledge is power, and I seek to be more 
  powerful than all. No scrap of knowledge shall be kept from 
  my grasp. 
  4 
  Bast. Felines are divine beings, and deserve my 
  supplication. I will guide everyone to this great bit of truth. 
  5 
  Horus. I am king of kings, lord of lords. I bow to no man, 
  and all will one day bow to me. 
  6 
  Sekhmet. This world is impure, forsaken, dying. I seek to 
  revel in its destruction, purified by the terrible light of the 
  sun. 
  7 
  Hathor. Joy and mirth are the greatest of all miracles, and I 
  seek to indulge in every from of delight, mortal or 
  otherwise. 
  8 
  Seth. The great and vast desert holds the secret to true 
  immortality. I will show all this secret, and cover the world 
  with sand. 
  9 
  Anubis. Life is a stain upon the vast majesty of creation. I 
  will remove the feeble multitudes who can still die, and 
  create a new paradise for the immortal. 
  10 
  Amun. Though I granted them the whole of their world, the 
  mortals have forgotten me. I will show them the true face of 
  their god, and force them to their knees in reverence. 
  The pharaoh to whom you are bound will hold you to this 
  bond until he/she bestows the secret of immortality on you 
  at 14th level. 
  Expanded Spell List 
  The Pharaoh allows 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. 
  The Pharaoh Expanded Spells 
  Spell Level 
  Spells 
  1st 
  bane, create or destroy water 
  2nd 
  blur, glass blade 
  3rd 
  bestow curse, dessicate 
  4th 
  dominate beast, guardian of faith 
  5th 
  contagion, insect plague 
  
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  Master of the Dunes 
  At 1st level, your patron imbues you with the hardiness to 
  not only survive in the desert, but thrive. You no longer 
  require food or water, nor do you suffer any ill effects from 
  dehydration. As well, you can survive comfortably in 
  temperatures up to 300° F, and you gain advantage on 
  Investigation and Perception checks while in a desert. 
  Twisting Sands 
  At 6th level, you can transform yourself and any gear you 
  are carrying into a whirling cloud of sand as an action and 
  move up to twice your speed in any direction. At the end of 
  this movement, you immediately transform back into your 
  normal form. While you are in your sand form, you are 
  immune to damage and do not provoke Opportunity 
  Attacks. Once you use this ability, you must take a short or 
  long rest before you can do so again. 
       If you use this ability while in a desert or over sand, you 
  can do so at will and you can move up to 4 times your 
  speed. 
  Shaper of the Sands 
  At 10th level, the pharaohs grant you the ability to shape 
  the sands to your whims. As an action, you can cast the 
  fabricate spell without using a spell slot, though you can 
  only use this ability on sand. You can create objects and 
  structures out of sand, sandstone, or glass. Additionally, 
  you can use this ability to craft weapons and armor you are 
  proficient with out of sand, even if you do not have 
  proficiency in the appropriate crafting tools. If anyone 
  other than you attempts to use a weapon or suit of armor 
  created by this skill, the object immediately crumbles into a 
  pile of sand. 
  Lord of the Wastes 
  By 14th level, you have proven your resourcefulness and 
  devotion to your master, and he/she grants you the gift of 
  immortality. You undergo a ritual taking 7 days, consisting 
  of many incantations, noxious potions, and ritual marking, 
  culminating in the removal of your still-beating heart. The 
  organ is then placed in a sealed canopic jar, the wound is 
  sealed, and the ritual is complete: while not truly undead, 
  you are now in a perpetual state of near death. This 
  transformation carries several benefits: 
  • You no longer accrue penalties for aging, and cannot die 
  of old age. 
  • You do not take any extra damage from critical hits 
  • You are resistant to necrotic damage 
  • If you die, so long as your heart is intact you will 
  resurrect automatically 24 hours from the time you were 
  slain. You reappear in a prepared chamber housing a 
  sarcophagus, the same chamber the ritual took place in. 
  This occurs even if your body is completely destroyed, 
  such as by a disintegrate spell. 
       This blessing does come with a deadly drawback: your 
  heart is highly vulnerable. Should a foe find your heart, 
  smash the canopic jar, and pierce the organ with an iron 
  spike, you instantly die, and your body turns to dust. You 
  cannot be returned to life, except by a true resurrection or 
  wish spell, or through divine intervention.   
       This transformation transcends the body; should you be 
  restored to life in that manner, you come back in this same 
  state, and your heart reappears in a reformed canopic jar. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The Pumpkin King 
  Known by many names, the Pumpkin King is the true 
  patron of Halloween. Though not explicitly a deity, the 
  pumpkin king is one of a very few gatekeepers to the land 
  of the dead, and on the night of Halloween he is granted the 
  opportunity to throw open the gates of the afterlife and let 
  the dead roam the land once again. This is not with 
  malicious intent, as most assume; Old Jack simply enjoys a 
  bit of (mostly) harmless trickery and chaos, and the dead do 
  enjoy a bit of time in the world of substance and life every 
  now and then. He grants those who seek him the means to 
  sow both joy and terror in equal measure, especially those 
  most deserving. 
  Expanded Spell List 
  The Pumpkin King allows 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. 
  Pumpkin King Expanded Spells 
  Spell Level 
  Spells 
  1st 
  goodberry, silent image 
  2nd 
  continual flame, spike growth 
  3rd 
  bestow curse, spirit guardians 
  4th 
  death ward, phantasmal killer 
  5th 
  hallow, seeming 
  Trick or Treat 
  Starting at 1st level, you can use your bonus action to 
  bestow minor boons or banes upon a creature within 60 feet 
  that can hear you. If that creature is hostile to you, it must 
  succeed on a Wisdom saving throw or gain a Trick die. If 
  that creature is friendly to you, it gains a Treat die. Both 
  Trick and Treat die are d6s. 
       Once within the next 10 minutes, if the creature has a 
  Treat die, the creature can roll the die and add it to one 
  ability check, attack roll, or saving throw it makes. If the 
  creature has a Trick die, you can use your reaction to force 
  it to roll the die and subtract it from one ability check, 
  attack roll, or saving throw it makes. A Trick or a Treat die 
  can be used after the roll is made, but can only be used 
  before the GM says whether the roll succeeds or fails. Once 
  a Trick or a Treat die is used, it is lost.  
   
   
   
   
   
   
   
   
       You can use this feature a number of times equal to your 
  Charisma modifier (a minimum of once), and you regain 
  any expended uses when you finish a long rest.  
       Starting at 6th level, you regain all uses of this ability 
  following a short rest. Starting at 14th level, both Trick and 
  Treat dice become d8s. 
  Unearthly Fright 
  Starting at 6th level, as an action, you can perform a 
  horrifying, macabre spectacle, terrifying all around you. 
  Each creature within 30 feet of you which can see or hear 
  you to make a Wisdom saving throw or be frightened of 
  you for up to a minute. A creature affected by this ability 
  can make a new saving throw each time it takes damage 
  and at the end of each of its turns, ending the effect on a 
  successful save, or when the creature can neither see nor 
  hear you.  
       Once you use this ability, you must take a short or long 
  rest before you can do so again. 
  Ghoulish Resilience 
  At 10th level, the Pumpkin King grants you some of the 
  unnatural resilience of his ghastly companions. This is 
  beneficial, but costly, as your skin takes on a deathly pallor 
  and several of your bodily functions cease. You gain 
  resistance to necrotic damage, and you no longer need to 
  eat, drink, or breathe. 
       Additionally, you can easily recover from horrific 
  trauma. You can't be incapacitated or killed due to 
  dismemberment or decapitation. If one of your body parts 
  is severed but is still intact, you can hold it to the stump, 
  and two instantly knit together. Lastly, you no longer take 
  additional damage from critical hits. 
  Ghoulish Revelry 
  Starting at 14th level, Old Jack allows you to call on 
  several of his friends to aid you in your revelry. You can 
  cast animate dead as a 7th level spell without using a spell 
  slot. 
       Once you use this ability, you must take a long rest 
  before you can do so again. 
   
   
   
   
   
   
  
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  The Reaper 
  For all creatures, great and small, powerful and meek, one 
  fact remains true: Death comes for them. It is the inevitable 
  conclusion of every living being's story. Though the gods 
  may lay claim to the domain of death and to the lands to 
  which mortal souls go upon death, they are not Death itself. 
  The Reaper cares not for worshipers, for souls, or for the 
  conflicts of gods or mortals; its only concern is that the 
  order of death is kept, and that those who cheat death are 
  hunted down and punished. 
       Warlocks who take the Reaper as a patron gain a 
  measure of power over the force of death. Though common 
  folk assume that the Reaper comes for each soul personally, 
  this is not true: on death, souls carry on their natural path 
  towards the afterlife. 
  Expanded Spell List 
  The Reaper 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. 
  Reaper Expanded Spells 
  Spell Level 
  Spells 
  1st 
  detect evil and good, inflict wounds 
  2nd 
  gentle repose, spiritual weapon 
  3rd 
  speak with dead, spirit guardians 
  4th 
  death ward, phantasmal killer 
  5th 
  antilife shell, cloudkill 
  Bonus Proficiency 
  Starting at 1st level, you gain proficiency with the scythe. 
  Reaping Blade 
  Starting at 1st level, you can use a bonus action to imbue a 
  melee weapon you are holding with Death's power. For the 
  next minute, you can use your Charisma modifier instead of 
  your Strength or Dexterity modifier for the attack and 
  damage rolls of melee attacks made using that weapon, and 
  you can choose to deal necrotic damage instead of that 
  weapon’s normal damage type. Creatures reduced to 0 HP 
  by this weapon cannot be turned into undead by spells 
  (such as animate dead) unless that spell is cast at a level 
  higher than half your warlock level. 
  Fear the Reaper 
  Starting at 6th level, you learn to invoke the utter horror of 
  death into those around you. As an action, you can cause a 
  creature that can see you within 30 feet of you to make a 
  make a Wisdom saving throw with a DC of 8 + your 
  proficiency bonus + your Charisma modifier, becoming   
   
   
  frightened of you for 1 minute on a failure. A frightened 
  creature can make a new saving throw each time it takes 
  damage and the end of each of its turns. This effect ends 
  when the affected creature succeeds on the saving throw or 
  when it can no longer see you. 
       Once you target a creature with this ability, you can't 
  target the same creature with it again for 24 hours. 
  Reaper’s Fortitude 
  Starting at 10th level, you gain resistance to necrotic 
  damage and can no longer be paralyzed. 
  Death’s Embrace 
  At 14th level, when you hit a creature with a melee weapon 
  attack, if that creature has less than 75 hp you can cause 
  that creature to make a Constitution saving throw with a 
  DC equal to 8 + your Charisma modifier + your proficiency 
  bonus. On a failure, it dies, and it cannot be resurrected or 
  raised by any means short of a wish or divine intervention. 
  Undead creatures have disadvantage on this saving throw. 
  Once you use this ability, you can't use it again until you 
  have taken a long rest. 
  New Martial Weapon 
   
   
  The scythe is, traditionally, a farming implement used to 
  harvest grain. Its long, inwardly-curved blade combined 
  with a specialized handle allows it to make short work of 
  large amounts of grasses and grain with a single stroke, 
  making it an invaluable tool for the hard-working farmer. A 
  fighting scythe is somewhat different in construction, 
  having a thicker blade with a more pronounced curve and a 
  long, straight shaft. Not only is its blade capable of 
  inflicting terrible wounds on a creature it hits, but its 
  curved shape is excellent for dragging foes down or 
  throwing them off balance. 
       Hooked. When you use the attack action to make an 
  attack with this weapon and you hit your target, instead of 
  dealing damage, you can immediately use a bonus action to 
  attempt to shove that creature. You have advantage on this 
  shove attempt. 
   
   
   
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Scythe 
  10 gp 
  2d4 
  slashing 
  10 lb. 
  Two-handed, 
  heavy, hooked 
  
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  Pact Boons 
  Your otherworldly patron bestows a gift upon you for your 
  loyal service. 
  Pact of the Cloak 
  As a bonus action, you can summon a cloak, coat, or robe 
  which aids your movement and mobility. This Pact Cloak 
  appears on your body, fitting over any other clothes or 
  armor, and it does not impede your movement, vision, or 
  your ability to wear other equipment. While wearing your 
  pact cloak, you constantly float a few inches off the ground. 
  You ignore the effects of difficult terrain, your speed 
  increases by 10 feet and you can walk across fluid surfaces, 
  such as water and quicksand. 
       You can dismiss your Pact Cloak with a bonus action. 
  Pact of the Eye 
  Your Patron has corrupted one of your eyes, leaving it a 
  thing that terrifies men, and stares into the human soul. 
  Because of your evil eye, you can see in dim light within 
  60 feet of you as if it were bright light, and in darkness as if 
  it were dim light. You can’t discern color in darkness, only 
  shades of gray. 
       You can also use your evil eye to hex your foes. You 
  learn the Evil Eye and Misfortune hexes, detailed below. 
  Unless otherwise noted, you can only have one hex active 
  at a time and you concentrate on this hex like a spell. You 
  can concentrate on a hex and a spell at the same time, and 
  you make only one check to maintain your concentration 
  on both. 
       Evil Eye. As an action, choose one creature you can see 
  that can see you within 60 feet to make a Wisdom saving 
  throw. On a failed save, the creature is frightened of you 
  until the end of your next turn. 
       Misfortune. As an action, choose one creature you can 
  see within 60 feet to make a Wisdom saving throw. On a 
  failed save, whenever this target makes an ability check or 
  a saving throw before the end of your next turn, it must roll 
  a d6 and subtract the number rolled from the ability check 
  or saving throw. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pact of the Lantern 
  You can use a bonus action to summon a small, hovering 
  globe which sheds light as if it were a torch, though it emits 
  no heat. While it is active, it constantly floats about you, 
  always within arm's reach but never such that it impedes 
  your movement. As a bonus action, you can mentally 
  command it to move up to 60 feet away from you in a 
  direction that you choose. So long as you have the orb 
  summoned, you can add your Charisma modifier to both 
  Wisdom (Perception) and Intelligence (Investigation) 
  checks. You can dismiss your orb or dim its light to a low 
  glow as a bonus action. 
       Additionally, you learn the eldritch orb cantrip, and can 
  cast it at will. Invocations which would affect eldritch blast 
  also affect eldritch orb in the same way. 
  Pact of the Skin 
  You give themselves over completely to your patron, 
  taking on greater aspects of your benefactor in exchange 
  for more power. Your skin changes to reflect this, changing 
  form and becoming more resistant to damage. When you 
  take bludgeoning, piercing, or slashing damage from a 
  nonmagical weapon that isn’t silvered, you can subtract 3 
  from the damage taken. 
  Pact of the Symbol 
  Your patron believes itself to be a god of some sort, and 
  views its pact with you much as a god views its relationship 
  with its clerics. You are granted a holy symbol which you 
  can use as a spell focus. This holy symbol does not take the 
  shape of any holy symbol used by the gods of your world, 
  though it may be similar. You can summon it to your hand 
  or dismiss it with a bonus action. 
       While you hold this holy symbol, you can cast the 
  sacred flame cantrip at will. Additionally, when you use the 
  symbol as a spell focus and deal damage with a warlock 
  spell, you can choose for the spell to deal necrotic or 
  radiant damage instead of its normal damage type.  
  Favored Pacts 
  Though an otherworldly patron can elect to grant a 
  warlock any pact boon they desire, certain patrons 
  favor some pact boons over others.  
  •
  Mother Beast and The Blood prefer to give the Pact 
  of the Skin 
  •
  The Crones prefer to give the Pact of the Eye 
  •
  The Pharaoh prefers to give the Pact of the Symbol 
  •
  The Pumpkin King prefers to give the Pact of the 
  Lantern 
  •
  The Reaper prefers to give the Pact of the Blade or 
  the Pact of the Cloak 
  
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  middlefingerofvecna.com 
   
   
  Eldritch 
  Invocations 
  If an eldritch invocation has prerequisites, you must meet 
  them to learn it. You can learn the invocation at the same 
  time that you meet its prerequisites. 
  All-Seeing Eye 
  Prerequisite: 15th level, Pact of the Eye feature 
  You gain truesight with a range of 60 feet. 
  Bright Lantern 
  Prerequisite: Pact of the Lantern feature 
  The light radius of your lantern doubles. Additionally, you 
  can choose to deal either fire or radiant damage when you 
  cast eldritch orb. If you do so, the damage dice of eldritch 
  orb increase to d10s. 
  Eyeripper 
  Prerequisite: 11th level, Pact of the Eye feature 
  You can cast the spell eyebite once without using a warlock 
  spell slot. You can’t do so again until you finish a long rest. 
  Faithful Servants 
  Prerequisite: 7th level, Pact of the Symbol feature 
  You can cast the spell animate dead without using a spell 
  slot or requiring material components. This spell is cast as 
  if using a spell slot of a level equal to the level of your pact 
  magic slots. Once you use this ability, you must take a long 
  rest before you can do so again. 
  Fell Flight 
  Prerequisite: 15th level, Pact of the Cloak or Pact of the 
  Skin feature 
  Your patron grants you the power to fly: this manifests as a 
  pair of wings (of varying designs), a dark aura, or some 
  other sign appropriate to your patron. You gain a fly speed 
  equal to your walking speed 
  I Am Alpha 
  Prerequisite: 11th level, Pact of the Symbol feature 
  You can cast the spell raise dead without using a spell slot 
  (you must still provide material components). Once you use 
  this ability, you must take a long rest before you can do so 
  again. 
   
   
   
   
  I Am Omega 
  Prerequisite: 15th level, Pact of the Symbol feature 
  You can cast the spell divine word without using a spell 
  slot. Once you use this ability, you must take a long rest 
  before you can do so again.  
  Jack-O’-Lantern 
  Prerequisite: 7th level, Pact of the Lantern feature 
  Your lantern takes on a sinister visage, such as a leering 
  jack-o'-lantern or a flaming skull. While you have it 
  summoned, you gain advantage on Charisma (Intimidation) 
  checks and creatures within 30 feet of you have 
  disadvantage on saving throws against fear effects. 
       Additionally, you can cast the fear spell without using a 
  spell slot; once you use this ability, you must take a long 
  rest before you can do so again. 
  Massive Orb 
  Prerequisite: 11th level, Pact of the Lantern feature 
  When you hit a target with eldritch orb, each creature 
  within 10 feet of the target, rather than 5 feet, must make a 
  Dexterity saving throw. 
  Mock Divinity 
  Prerequisite: Pact of the Symbol feature 
  You channel your patron's mock divinity in a display of 
  "divine" power. As an action, you can brandish your 
  symbol to Turn Undead, as per the cleric class features. 
  Once you use this ability, you must take a short or long rest 
  before you can do so again. 
  Monstrous Carapace 
  Prerequisite: 11th level, Pact of the Skin feature 
  Your already tough form becomes almost impenetrable. 
  When you take bludgeoning, piercing, or slashing damage 
  from a nonmagical weapon that isn't silvered, you can 
  instead subtract 3 + your Charisma modifier from the 
  damage taken. 
  Monstrous Claws 
  Prerequisite: 5th level, Pact of the Skin feature 
  You can grow a pair of wickedly sharp claws. The damage 
  die of your unarmed strikes increases to 1d6, you can 
  choose to deal either bludgeoning, piercing, or slashing 
  damage with your unarmed strikes. Your unarmed strikes 
  are considered magical for the purposes of overcoming 
  damage resistance or immunity.  
   
  
  9 
  middlefingerofvecna.com 
   
   
       Additionally, when you use the Attack action to make 
  an unarmed strike, you can attack twice instead of once. 
  Shadowy Visage 
  Prerequisite: Pact of the Cloak feature 
  While wearing your pact cloak, you can summon a hood at 
  will which conceals your appearance in shadow. Creatures 
  which cannot see through magical darkness cannot see your 
  face or parts of your body that are covered by your pact 
  cloak. Additionally, while this ability is active, you gain a 
  bonus equal to your Charisma modifier to all Dexterity 
  (Stealth) checks. 
  Wisp of Shadow 
  Prerequisite: 7th level, Pact of the Cloak feature 
  While wearing your pact cloak, you do not take any 
  damage from falling. 
  Spells 
  The spells are presented in alphabetical order 
  Desiccate 
  3rd-level necromancy 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Your hands radiate crimson energy. Make a melee spell 
  attack against a target within your reach. On a hit, the target 
  takes 2d6 necrotic damage and suffers a level of 
  exhaustion, as you siphon the water from its body. Until the 
  spell ends, you can make the attack again on each of your 
  turns as an action. Each creature you target with this spell 
  can only suffer one level exhaustion as a direct result of 
  this spell. 
       At Higher Levels. When you cast this spell using spell 
  slot of 4th level or higher, the damage increases by 2d6 
  damage for every slot level above 3rd. 
  Glass Blade 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a handful of sand) 
  Duration: Concentration, up to 10 minutes 
  You hold out your palm, and cause sand to whirl through 
  the air and transmute roughly into the shape of a scimitar, 
  whose blade is razor-sharp glass, and which lasts for the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  duration. If you let go of the blade it reforms into sand, but 
  you can transmute it back again as a bonus action. 
       You can use your action to make a melee weapon attack 
  with the blade, as if it had the properties of a scimitar. On a 
  hit, the target takes 3d6 slashing damage. This damage is 
  magical for the purposes of overcoming resistance and 
  immunity to nonmagical slashing damage. 
       The magic of this spell prevents this scimitar from being 
  broken by nonmagical means. 
       At Higher Levels. When you cast this spell using spell 
  slot of 4th level or higher, the damage increases by 1d6 
  damage for every two slot levels above 2nd. 
  Eldritch Orb 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You fling a ball of eldritch energy at a creature or object 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 1d8 force damage, and each other 
  creature within 5 feet of the target must make a Dexterity 
  saving throw. On a failed save, a creature takes half as 
  much damage. 
       This spell's damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
   
   
   
  
   
   
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  License 
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