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Patron: Baba Yaga


Hit Points

Hit Dice: d8 per Patron: Baba Yaga level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Subclass Options

Those who have close encounters with the witch Baba Yaga are rarely the same afterward. Some go mad, and others flee their homes and are never heard from again. To speak with Grandmother is to hear the answers to questions you hadn’t dreamed of, and see futures and pasts from parallel worlds. The effect of conversing with Baba Yaga takes a different toll on each person. Some abandon their former lives and dedicate themselves to further pursuing the secrets of the witch. These warlocks of Baba Yaga are found roaming across Torar, rattling off portents and seeing meaning in each small coincidence. The warlocks are convinced that Grandmother leaves messages and signs behind her as she travels—and they believe the witch travels everywhere. Though they lack unity, sometimes the warlocks come together to share what they have learned. These gatherings might last weeks as the followers of the crone pile meaning upon meaning to one another’s stories.  

Expanded Spell List

Baba Yaga 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.   Baba Yaga Expanded Spells
Spell Level Spells
1st dissonant whispers, identify
2nd augury, mind thrust
3rd bestow curse, speak with dead
4th locate creature, polymorph
5th commune, teleportation circle

Maddening Secrets

Starting at 1st level, you may call upon a powerful secret from the vast store of hidden lore you have been exposed to. You are able to cast spells from the Baba Yaga Expanded Spells list without using a warlock spell slot. When you choose to do so, roll on the Madness table. The madness effect persists until you complete a long rest unless otherwise noted. While taking a short rest you may spend a hit die to remove one madness effect as many times as you want.  

Tell Me Your Secrets

Starting at 6th level, you learn about your enemies as you destroy them. Whenever you deal psychic damage to a creature with a warlock spell, you can learn the creature's Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.  

Maddened Mind

At 6th level, the secrets of Baba Yaga have clouded and altered your mind to the point that you become more difficult to influence by others. You have advantage on Wisdom saving throws, and if you are under the effects of a madness you are immune to any effects that require a Wisdom saving throw.  

Sharp Minded

Starting at 10th level, your mind has absorbed so much forbidden knowledge that you gain immunity to psychic damage. In addition, if you are under the effects of a madness, you may cast warlock spells that deal psychic damage which have a normal casting time of one action as a bonus action instead. You may still only cast one non-cantrip spell per turn.  

Signs and Portents

Beginning at 14th level, you have learned to manipulate the omens and signs that Baba Yaga have left for you. You may roll twice whenever you roll on the madness table and take whichever result you wish. Additionally, as an action you may spend a warlock spell slot and transfer any madness you are currently suffering to a target you can see within 60 feet of you. The target may make a Charisma saving throw against your spell save DC to resist this effect. You lose the chosen madness if the saving throw fails.


d100Result
1-6The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
7-12The character begins babbling and is incapable of normal speech or spellcasting.
13-18The character experiences vivid hallucinations and has disadvantage on ability checks.
19-24The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
25-30The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
31-36The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
37-42The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
43-48The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell.
49-54The character experiences a powerful delusion. Your DM chooses a potion. The character imagines that he or she is under its effects.
55-60The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
61-66The character is blinded (25%) or deafened (75%).
67-72The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
73-78The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect.
79-84Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
85-90The character loses the ability to speak.
91-99The character becomes incapacitated and spends the duration screaming, laughing, or weeping. This lasts until the end of your next round.
100The character falls unconscious. No amount of jostling or damage can wake the character.

Created by

Liambic.

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