Warlock Patron - The Rider

You've made a pact with a powerful demon or devil and gain the ability to channel the powers of a Spirit of Vengeance.

Created by Daniel Nnorth

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Created with Homebrewry http://homebrewery.naturalcrit.com

Expanded Spell List

The Rider 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. Additionally, you gain the Green-flame blade cantrip, it doesn't count against your number of cantrips known.

The Rider Expanded Spells
Spell Level Spells
1st Disguise Self, Searing Smite
2nd Branding Smite, Scorching Ray
3rd Spirit Guardians, Fireball
4th Locate Creature, Wall of Fire
5th Banishing Smite, Raise Dead

Resist Evil

Starting at 1st level, having witnesses the greatest horrors of hell itself your soul has been hardened against most horrors of this world. You have advantage on saving throws against being frightened or possessed.

Unleash the Rider

By 6th level, you have learned to harness the Rider's power inside you to some degree. On your turn, you can transform into the Rider as a bonus action. The transformation is a frightening process that causes hellfire to erupt from your body melting your flesh from your bones until you are a being of bone and fire. Your armor and weapons also transform to bind themselves to this new form but take on their own frightening appearances.

While you are transformed, you gain the following benefits:

  • You gain resistance to fire damage.
  • You gain proficiency in Charisma (Intimidate) and Wisdom (Insight) checks. If you already have proficiency in these skills you gain expertise.
  • You shed bright light within 10 feet of you, and dim light for another 10 feet.
  • Your unarmed strikes deal fire damage instead of the normal bludgeoning damage.
  • You can cast Green-flame blade as a bonus action.
  • The instant you transform, other creatures within 10 feet of you that can see you, that are not lawful good, must each succeed on a Charisma saving throw or become frightened of you until the end of your transformation.

Your transformation lasts for 1 minute. It ends early if you are knocked unconsious or reduced to 0 hit points. Returning to your normal appearance.

Once you have used this ability, you must finish a long rest before you can use it again.

Mark of Hatred

At 10th level, you can utter a vow of hatred against a creature you can see within 30 feet of you, that is not lawful good, as a bonus action. You gain advantage on attack rolls against the creture for 1 minute or until it drops to 0 hit points or falls unconscious. Once you have used this ability, you must finish a short rest before you can use it again.

Penance Stare

Starting at 14th level, when you successfully grapple a creature, you can use this feature to stare into their soul causing them to feel the pain of everyone they have ever hurt. The target must make a Wisdom saving throw with disadvantage. On a failed save, if the target is not lawful good, it takes 8d10 psychic damage and is paralyzed until the end of its next turn as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

New Invocations

Call Nightmare

Prerequisite: 7th level, The Rider Patron

You can cast Find Steed once using a warlock spell slot, to summon The Rider's Nightmare. You can't do so again until you finish a long rest.

Call Greater Nightmare

Prerequisite: 12th level, The Rider Patron

You can cast Find Greater Steed once using a warlock spell slot, to summon The Nightmare. You can't do so again until you finish a long rest.

Hellish Reactions

Prerequisite: 3rd level, The Rider Patron

You can cast the Green-Flame Blade spell as a reaction any time you can take an opportunity attack. Additionally, the range of Green-Flame Blade is extended to 15 feet.

Improved Hellish Reactions

Prerequisite: 15th level, The Rider Patron

You can cast Hellish Rebuke as a 2nd level spell a number of times equal to your Charisma modifier, without expending a spell slot. You can't do so again until you finish a long rest.

One with the Rider

Prerequisite: 9th level, The Rider Patron

You can use Unleash the Rider a number times between rests equal to your Charisma modifier. Furthermore, while you are transformed, you gain the following additional benefit:

  • If you hit an evil aligned creature with a melee weapon or spell attack, it takes extra fire damage equal to your Charisma modifier and you regain 1 hit point.

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Warlock Patron | The Rider

Seek out Evil

Prerequisite: The Rider Patron

You can cast Detect Evil and Good at will, without expending a spell slot.


The Rider's Nightmare*

Large fiend, neutral evil


  • Armor Class 14
  • Hit Points 37 (5d10 + 10)
  • Speed 60ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 13 (+1)

  • Damage Immunities fire
  • Senses passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Spider Climb. The nightmare can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage plus 2 (1d4) fire damage.

Etherial Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

(*Warhorse with Nightmare attributes)

New Feat

Whip Master

You have trained to master the use of a whip, giving you control over the flow of battle. You gain the following benefits.

  • While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
  • When you want to trip a creature, you can use the Attack action to make a special melee attack. If you are able to make multiple attacks with the Attack action, this replaces one of them. When you hit with an attack using a whip, instead of dealing damage you can pull back to trip a Large or smaller creature by making a grapple check, a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed the target is grappled by your whip momentarily and knocked prone.
  • You can use your action to make a controlled maneuver with the whip. You can use the whip to manipulate an object, open an unlocked door or container, or retrieve an item from an open container. If the object is being held by a creature, it must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity or Strength modifier). On a failed save, the target loses grip on the item. On a successful save, the target can force you to make a contested Strength (Athletics) check. If it succeeds, you lose grip of the whip.

New Magic Item

Hellfire Chains

Weapon (any whip), very rare (requires attunement)

This weapon has 3 charges. While attuned to this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon is two-handed and has extended reach, it adds 10 feet to your reach when you attack with it. When you hit with a melee attack using this weapon, it deals an extra 2d4 fire damage.

When you are hit by a spell attack from a creature within 60 feet of you that you can see, you can expend a charge and use your reaction to extend a lash of living fire out of the chains and strike the creature. The target must make a DC 16 Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

When you reduce a hostile creature to 0 hit points with this weapon, this weapon gains 1 charge. You don't gain this benefit for killing constructs or undead.

This weapon loses 1 charge daily at midnight.

Curse. This weapon is cursed, and attuning to it curses you until you are targeted by the remove curse spell or similar magic. When the this item is reduced to 0 charges, roll a d20. On a 1, you take 3d10 fire damage and must succeed on a DC 14 Constitution saving throw. On a successful save, the weapon regains 1d4 - 1 charges. On a failed save, the chains wrap around you and you become paralyzed for the next minute. At the end of each of your turns, you take 3d10 fire damage and can make another Constitution saving throw to end the effect.

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Warlock Patron | The Rider


The Rider's Nightmare

Large fiend, neutral evil


  • Armor Class 13
  • Hit Points 30 (4d10 + 8)
  • Speed 60ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 13 (+1)

  • Damage Immunities fire
  • Senses passive Perception 13
  • Languages Common and Infernal but can't speak
  • Challenge 1 (200 XP)

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Spider Climb. The nightmare can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) fire damage.

Etherial Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Call Greater Nightmare

Prerequisite: 12th level, The Rider Patron

You can cast Find Greater Steed once using a warlock spell slot, to summon The Nightmare. You can't do so again until you finish a long rest.


The Nightmare

Large fiend, neutral evil


  • Armor Class 14
  • Hit Points 52 (6d10 + 18)
  • Speed 60ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Damage Immunities fire
  • Senses passive Perception 13
  • Languages Common and Infernal but can't speak
  • Challenge 3 (700 XP)

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Spider Climb. The nightmare can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Trampling Charge. If the nightmare moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) bludgeoning damage plus 4 (2d4) fire damage.

Etherial Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Green-Flame Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage the the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Image Credit: Clayton Crain