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Ghost Writer

Warlock Otherworldly Patron

The following material contains subclass features for those who accept a dark master-of-ceremonies 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

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).

Eldritch Author Features

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

Expanded Spell List

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 bane, bless
2nd aid, enhance ability
3rd beacon of hope, haste
4th death ward, freedom of movement
5th creation, legend lore

Bonus Cantrips

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

Starting at 1st level, knowledge and tongues previously unknown to you are granted without your notice. You gain proficiency in Arcana, History, Nature, and Religion. If you were already proficient, add double your proficiency bonus instead. You also learn 2 languages of your choice.

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 1 ounce bottle of ink into a 1 ounce bottle of eldritch ink that lasts until it is destroyed or consumed. You may have a number of bottles of eldritch ink up to your Charisma modifier (minimum 1).

You may write with eldritch ink using a quill on any flat surface in place of somatic or material components unless the materials are consumed or have a specified gold value. If a material component that is consumed or has a specified gold value is less than or equal to the cost of a 1 ounce bottle of ink (Player's Handbook, pp. 150; or DM’s discretion), the ink may instead be consumed in place of the material component. Spells with concentration that are cast this way exist for half their duration (minimum 1 round) without needing to maintain concentration. You may only have 1 concentration spell active in this way at a time and cannot maintain or manipulate the spell during its duration if it uses an action or bonus action to do so (i.e. flaming sphere or crown of madness). If the writing or surface is smudged, destroyed, or moved more than 10 feet from where it was inscribed, the spell cast by this feature ends.

Plot Armor

At 6th level, you dedicate your body as a proper vehicle for a story worthy of your patron. By imbibing a 1 ounce bottle of eldritch ink, tattoos appear across your entire body in incomprehensible words and alphabet. Doing so grants you a bonus to your AC equal to your Charisma modifier (minimum 1).

This feature lasts for 3 days while the strange substance courses through your veins until it is expended, after which you must imbibe another 1 ounce bottle of eldritch ink to regain this feature. Effects like dispel magic can remove this benefit. Spells that sense magic like detect magic observe your entire body covered in a strange and unsettling bastardization of abjuration magic.

A Tale Neverending

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, a single 1 ounce bottle of eldritch ink of your choice or creation becomes indestructible and cannot be destroyed by anything short of a wish spell. You can only have one such bottle at any time, and its contents are still consumed upon use when applicable (see Mightier than the Sword feature). While you carry the indestructible bottle on your person and its contents have eldritch ink within it, you gain advantage on death saving throws.

Deus Ex Morr'arx

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 would drop to 0 hit points or you are subjected to an effect that would kill you instantaneously without dealing damage, death ward is cast on you as a reaction. You are not the designated caster, you do not choose when this feature triggers and no verbal components, somatic components, or spell slots are used. 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 warlock level) 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 this feature triggers, it won’t occur again until after 7 days from the time it triggered.

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