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Players:Ghost Writer Patron

= Ghost Writer =

Warlock Otherworldly Patron[edit | edit source]

The following material contains subclass features for those who accept an eldritch author as their warlock Patron.

A Warlock who trods down the path of their Ghost Writer enjoys themselves a good story and will seek other "characters" to entertain their endless desire for an epic adventuring. They see the journeys of such heroes as one would read a grand quest in an intriguing novel. If the Ghost Writer Warlock believes the tale too stale, he may impose literary hardships and obstacles to liven things up. Ironic to her namesake, she is likewise a reader who detests being bored of a potentially good book.

Eccentric Quirks[edit | edit source]

While it is often true that most warlocks are forever changed by their Patron in some manner or another, such is especially true for those under the watchful quill of the Ghost Writer. Since the majority of his chosen were already scholars and scribes of questionable clarity, most write off such alterations as inevitable to their already malformed psyche. But to the keen mind and observing eye the influence of this Patron, however insignificant to casual passersby, is far more noticeable.

d6 Quirk
1 I start scratching one specific part of my face when reading or inspecting something/someone closely. Sometimes this causes me to bleed and the scratch marks never heal.
2 I cease blinking and my expression curves to an unnatural grin when reading, writing, or talking about something I enjoy.
3 When wounded and not in immediate danger, I feel compelled to write with my blood as if it were ink. Sometimes I am convinced it is, in fact, actually ink.
4 My posture and facial features display symptoms of physical exhaustion even when I am not fatigued in the slightest.
5 I always find a way to remain calm and collected until I realize a new book or piece of favored information is available.
6 I often mention quotes and references to a plethora of subjects and people no one has ever heard of before (and, quite frankly, neither have I).

Ghost Writer Features[edit | edit source]

Warlock Level Feature
1st Expanded Spell List, Bonus Cantrips, Mightier than the Sword
6th Plot Armor
10th A Tale Neverending
14th Deus Ex Machina

Expanded Spell List[edit | edit source]

The Ghost Writer patron grants you a base number of abilities. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st False Life, Bless
2nd Aid, Enhance Ability
3rd Glyph of Warding, Haste
4th Death Ward, Fabricate
5th Creation, Legend Lore

Bonus Cantrips[edit | edit source]

At 1st level, you learn the thaumaturgy and vicious mockery cantrips. They count as warlock cantrips for you, but don't count against your number of cantrips known.

Mightier than the Sword[edit | edit source]

Starting at 1st level, knowledge previously unknown to you are granted without your notice. You gain proficiency in two additional skills, choosing from Arcana, History, Nature, and Religion.

Additionally, your every scribble and jot bends reality in ways not thought possible with a simple quill. During a Long Rest, you may craft a number of Eldritch Ink bottles equal to your proficiency modifier. Eldritch Ink does not register as magical for the purposes of "Detect Magic" and similar effects, but does inexplicably expire shortly after uncorking, or at the start of your next Long Rest.

As an action, you may uncork and use a bottle of Eldritch Ink to write on any flat surface in place of the spell components, provided that the spell does not use consumed materials, or have material components costing 10 GP or more. If the spell takes longer than an action to cast, the writing of the spell still only takes 1 action, but the effects of the spell will only begin after the required amount of time has passed.

Spells with concentration that are cast this way grant you special resistance on keeping your concentration. The DC for all Constitution saves to maintain concentration spells cast with Eldritch Ink becomes 8. However, if the writing or surface is destroyed, the spell cast by this feature ends.

Plot Armor[edit | edit source]

At 6th level, you dedicate your body as a proper vehicle for a story worthy of your patron. By imbibing a single bottle of Eldritch Ink, tattoos and marks appear across your entire body in incomprehensible words and alphabet. Doing so grants you a bonus to your AC equal to your proficiency modifier.

This feature lasts until the end of your next Long Rest while the strange substance courses through your veins until it is expended. Drinking multiple bottles of Eldritch Ink does not stack. Despite the strange and magical effects ocurring to your body, the extra defenses still do not register to spells such as dispel magic.

A Tale Neverending[edit | edit source]

Your patron has become so enamored by your deeds and character that it no longer wishes for a story without you in it. At 10th level, you cease aging, cannot die of old age, and you are immune to being magically aged.

Additionally, your bottles of eldritch ink of become indestructible and cannot be destroyed by anything short of a wish spell. If a bottle is removed from your body, it magically returns to your pockets within 1 round. Additionally, if dying while having unused bottles of Eldritch Ink on your person, instead of making a death saving throw, you can expend a use of Eldritch to replicate the effect of a Periapt of Wound Closure, automatically stabilizing you to an unconscious state. You can also use the ink in this way as a reaction to any successful hits on your dying body.

Deus Ex Machina[edit | edit source]

At 14th level, your tale has become such a favorite of your patron that It will occasionally intervene to keep the story of your life going. The first time you are subjected to an effect that would kill you instantaneously, such as a Power Word Kill or Massive Damage, you instead drop to 1 HP. Truesight while observing this feature reveals a large, wraith-like entity in bright purple tatters looming over you briefly before vanishing.

The creature that was most directly responsible for dropping you to 0 hit points must succeed a Wisdom saving throw (8 + your charisma modifier + your proficiency bonus) or be frightened of you and the location where this feature triggered for 1 min. If the creature is immune to the frightened condition, it instead receives disadvantage on attacks made against you until the end of its next turn from the unsettling circumstances of your revival. These effects occur whether or not the affected creature can see or saw the entity.

Once you use this feature, you can't use it again until you finish 1d4 long rests.

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