Arcane Remnents – A Vengeful Magical Warlock Patron for D&D 5th Edition

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Note: This patron was designed to make the warlock feel more mage-like.  Revised from original version.

Deep within the cosmos, a being of raw magical energy sits idly.  Is it a dead god?  Is it a stranded mage locked in time?  Perhaps it’s arcane energy manifesting into a corporeal being?  Few practitioners of the Arcane Remnant faith actually know what this being is.  No matter what the truth is, such a creature has actively sought out talented casters to spread the influence of their magics.  Example patrons would be Karsus and Jergal from the Forgotten Realms setting.  Maybe your patron is the famed Evard, who seeks revenge from beyond the grave in the Greyhawk setting.  The remains of Aoskar may have been cast from Sigil after his death in the Planescape setting, but he is also still a powerful ally.  Or perhaps it’s Emirikol the Chaotic, attempting to make a comeback by spreading his mad magics through endless understudies throughout the multiverse.

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EXPANDED SPELL LIST

The Arcane Remnants 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.

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Arcane Remnants Expanded Spells

1st Magic Missile/Chromatic Orb

2nd Arcane Lock/Magic Weapon

3rd Fly/Lightning Bolt

4th Confusion/Dimension Door

5th Cloudkill/Wall of Force

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Swift Recovery –

Starting at level 1, you can use your pact with the arcane remnants to enhance your magical capabilities.  Concentrating on the magical energies of your patron, you feel invigorated and more able to wield magical powers from them.  During your turn, you may take a switch action to regain total spell slots equal to half your total warlock level.  You must take a long rest before using this ability again.

Phantasmal Guide –

Starting at level 6, you have gained enough trust from your patron to lend assistance.  You may use a bonus action to create a see-through spellcaster up to 30 feet away from you.  This double lasts long enough to cast a spell and then disappears.  If the double does not cast any spell during your turn, the double will vanish at the end of the round.  Despite casting its own spell, it borrows from your pool of magic and thus uses your spell slots.  You must take a short rest before using this ability again.

At level 14, your double can materialize up to 60 feet away from you.

Obsessive Focus –

Starting at level 10, your patron has helped to shape a relentless determination and unbroken dedication to you craft within you.  No matter how much foes try to destroy your concentration on a spell, they are the ones who end up failing.  When you require concentration on casting a spell, you gain advantage on a check to uphold, maintain, or focus on casting a spell.

Astral Pain –

Starting at level 14, you can unleash the anguish of your patron upon your foes!  You may choose 1 target within a 60 foot range.  They must save against your spell DC (8 + Proficiency + Charisma) or take 8d8 psychic and necrotic damage; in addition the target becomes Paralyzed.  On subsequent rounds, the target can save against paralysis.  If the target succeeds the initial save against the effect, it takes half damage and is frightened instead for 1 round. You must take a long rest before using this ability again.

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IMAGE CREDIT: http://fc05.deviantart.net/fs70/f/2012/298/f/7/the_fall_of_netheril__also_called_karsus__folly_by_winterkeep-d5iwkzk.jpg

Created by Doctor Necrotic for Doctor Necrotic Media.

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