The Tyrant
The Tyrant can be anything from an aboleth or a beholder, to a powerful demigod, such as Kas, or even a tyrannical deity such as Bane, Gruumsh, or Maglubiyet. Regardless of who the patron is, they require the warlock to conquer, enslave, and subjugate others, and show no compassion for those too weak to fend for themselves. If there is somebody more powerful than the warlock, must the warlock do everything within their power to overthrow the rival from their position of power? Regardless, being a tyrant sounds exhausting, if I’m being honest.
Dire. When you become cursed, deafened, diseased, frightened, or poisoned, you can use your reaction to force a creature in the aura to make a Charisma saving throw. On a failed save, you remove the condition or effect from yourself and transfer it onto the target.
Doubt. When a creature in the aura makes a Wisdom saving throw, you can use your reaction to subtract your Charisma modifier from the roll.
Gyre. A strong wind (20 miles per hour) fills the aura, extinguishing unprotected flames that are torch-sized or smaller, hedges out vapor, gas, and fog that can be dispersed by strong wind, and attack rolls of ranged weapon attacks have disadvantage if the attacks pass through the wind.
Harrow. Waves of invisible, eldritch magic pulses outwards from the center of the aura. A hostile creature that starts its turn in the aura takes force damage equal to your Charisma modifier.
Stricken. When a creature in the aura is targeted by an attack, you can use your reaction to lower the target’s AC against the attack by an amount equal to your Charisma modifier.
Unsettling. When a creature starts its turn in the aura, you can use a reaction to force it to make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. On a successful save, the target is immune to this effect for 24 hours. A frightened creature can repeat the saving throw at the end of each of its turns.
Expanded Spell List
The Tyrant 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.Spell Level | Spells |
1st | bane, command |
2nd | detect thoughts, knock |
3rd | phantom steed, sleet storm |
4th | compulsion, Otiluke's resilient sphere |
5th | Bigby's hand, geas |
Bonus Proficiencies
When you choose this otherworldly patron at 1st level, you gain proficiency with medium armor and the Intimidate skill.Imposing Will
When you choose this otherworldly patron at 1st level, you impose your will on the world around you, surrounding yourself with a magical 10-foot-radius aura. You can activate and deactivate this aura using a bonus action on your turn. When you gain this aura and when you finish a short or long rest, you can choose one of the effects below to take hold within the aura. A chosen effect lasts until you choose a new effect when next you finish a short or long rest, but the effect is suppressed if you are unconscious or dead. The radius of the aura increases to 30 feet when you reach 21st level.Dire. When you become cursed, deafened, diseased, frightened, or poisoned, you can use your reaction to force a creature in the aura to make a Charisma saving throw. On a failed save, you remove the condition or effect from yourself and transfer it onto the target.
Doubt. When a creature in the aura makes a Wisdom saving throw, you can use your reaction to subtract your Charisma modifier from the roll.
Gyre. A strong wind (20 miles per hour) fills the aura, extinguishing unprotected flames that are torch-sized or smaller, hedges out vapor, gas, and fog that can be dispersed by strong wind, and attack rolls of ranged weapon attacks have disadvantage if the attacks pass through the wind.
Harrow. Waves of invisible, eldritch magic pulses outwards from the center of the aura. A hostile creature that starts its turn in the aura takes force damage equal to your Charisma modifier.
Stricken. When a creature in the aura is targeted by an attack, you can use your reaction to lower the target’s AC against the attack by an amount equal to your Charisma modifier.
Unsettling. When a creature starts its turn in the aura, you can use a reaction to force it to make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. On a successful save, the target is immune to this effect for 24 hours. A frightened creature can repeat the saving throw at the end of each of its turns.
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