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# Introduction #

NESTLED BETWEEN HAG'S CLAWS and Whispering Hills lies the city of Gesivir, a bustling metropolis where people from all sorts of backgrounds live and gather to do business. On the outskirts of the city lies the Belladonna Manor, a decrepit building that has been rotting there for quite some time. However, it was at one point the home of the affluent Belladonna family, who had made their fortune through facilitating trade between the city and the denizens of Karagan Bog. The last master of the manor, Madam Victoria Belladonna, was a kind and gentle samaritan who was beloved by all in the city, even serving as it's mayor for a time. As such, she was viewed as a pillar of the community. But even the sturdiest of pillars have a fatal weakness, and for the Madam that weakness was her lover, though the public only knew them as very close friends, Maria Stein.    When discussing about Maria, she was often quoted as saying; "Spending time in her company is the greatest joy of my life. Without her, I am like a wandering ship with no lighthouse to guide it to shore." But life can be most cruel when it wishes to be. For war was on the horizon, and it would be between all countries of the world. Maria, who had always been taught to help people, jumped at the chance to join the war as a combat nurse. The Madam begged her beloved not to go, terrified of losing her, but in the end acquiesced and saw her off. Everyone said the war would only last a couple of months at most, confidant that their victory was ensured. Instead, the war would go on to last for twenty agonizing long years. Maria would never return from the it, considered to be missing in action after her platoon reportedly suffered a suprise attack from enemy forces.    Without its lighthouse, the wandering ship crashed into the rocks just off shore and sank into the unforgiving sea. The Madam, so consumed by her grief, locked herself away in the manor and cut herself off from contact with almost everyone, even her own family. The only one allowed inside or out of the manor was Archibald Vladmire, the head butler of the manor and Victoria's closest confidante after Maria's passing. The Madam soon faded from the public eye, as even her own family gave little regard to what she was up to. With all eyes turned away, no one could see the dark machinations underway at the Bellodonna Manor.    Madam Victoria would return to the limelight when one night, several decades after she had shut herself away, the Bellodonna Manor suddenly burst into a blazing inferno. By the time the fire brigade had arrived and put the fire out, the inside of the manor had been severly charred away. While searching the manor for survivors, they came a cross a locked door leading to the basement. Thinking the manor's occupants might be down there, they busted open the door and made their way down into the depths of the manor. But instead of the Madam or Archibald, they found something that struck terror in their very souls.    Not long after the end of the war, the Madam had begun searching for ways to restore Maria to life. But without a body no coventional method would work, so she turned to the occult. Through her research she slowly learned how to manipulate the forces of life and death. She then began having Archibald kidnap the homeless citizens of Gesivir so that she could experiment on them with her new powers. ___





























___    Over the following decades, Madam Victoria would go on to perform thousands of these experiments. The results of these experiments, locked in cages or by other cruel methods of imprisonment, were found by rescuers while they were investigating the basement. They were no longer recognizable as humanoids, now nothing more than abominations that were a mockery to life itself. They were incapable of speaking, either because they no longer had a mouth or because they could only communicate through haunting shrieks. The worst part were the eyes, eyes that were still aware, eyes that showed the tortured soul within. The rescue team made short work putting these poor creatures out of their misery.    Once news of this discovery reached the other members of the Bellodonna family, they immediately began a massive cover-up operation in order to prevent their reputation from being ruined. All information regarding the basement and what was found in it was expunged from the records. The official explanation given for the fire was that Madam Victoria had engineered her own suicide with the help of her bulter Archibald. However, the fact that neither the Madam or Archibald's bodies were discovered has led to many a tale in Gesivir, ones that say that the Madam survied the fire and continues to inhabit its decaying ruins to this very day, living in the now sealed-off basement.    One of the recovered items the Bellodonna family was keenly interested in was a leather bound journal which contained all the dark and forbidden lore that the Madam had collected over her years of research. Unfortunately, the journal soon vanished and to this day has yet to be found. Perhaps it is still out there, waiting for a person to come along and find it. Perhaps that person is you, dear reader. \page
# Chapter 1: Character Options #

This lovingly crafted homebrew for the 5th edition of Dungeons and Dragons provides players with brand new options for the Warlock class in the Player's Handbook. The first portion of this homebrew focuses on covering the five brand new subclasses made for the class. The second part will go into detail on each of the thirty seven new invocations that your warlock can pick from as a part of their Eldritch Invocation feature. Some of these invocations are only ___ available to warlocks of a certain Pact, while some are only available at a certain level requirement, and others are available to any warlock that wants them. These subclasses and invocations are meant to offer more variety to a player when designing their warlock character, allowing them to experiment with interesting new mechanics as well as offering them new ways to play certain subclasses. However, it is important to remember that this all homebrew content, so one should get permission from their DM before using anything in here in an actual game. ___
## Warlock Subclasses | Subclass | Level Available | Description | |:---:|:---:|:---:|:---:|:---:| | The Hag | 1st | Cast powerful hexes and curses on your enemies to make them miserable | | The Judge | 1st | Judge the souls of your foes in order to issue out damning verdicts | | The Parasite | 1st | Infected with a strange pathogen, you now seek to spread it to others | | The Vermin | 1st | Summon hordes of vermin to cause chaos on the battlefield | | The Void | 1st | Become stronger by consuming all that stands in your way|
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### The Hag *Whatever your circumstances were before this point, they were enough for you to take drastic action and make a pact with a Hag. Both ancient in origin and appearance, Hags are malevolent forces of dark magic that enjoy using their powers to make others suffer. They mostly achieve this through the use of a variety of nasty spells, curses, voodoo, hoodoo, and even a dash of bewitchment if they feel so inclined. The also make deals with desperate mortals, always carefully wording their contracts so they get everything out of it while the mortal is left to suffer. When dealing with hags it is best to remember that, regardless of your relationship with your patron, one slip up is all it takes for them to direct their terrible temper upon you.* ___ You choose your patron’s kind or determine it randomly, by using the Hag Table. Each kind of Hag is associated with a particular damage type, as shown in the table below.
| d6 | Hag Kind | |:---:|:------------| | 1 | Annis | | 2 | Bheur | | 3 | Dusk | | 4 | Green | | 5 | Night | | 6 | Sea | ``` ``` | | Damage Type | |:|:------------| | | Bludgeoning | | | Cold | | | Psychic | | | Acid | | | Force | | | Lightning |
#### Expanded Spell List ### The Hag lets you choose from an expanded spell list when you learn a warlock spell. The Hag Expanded Spells table shows the hag spells that are added to the warlock spell list for you, along with the spells associated with your patron’s kind: Annis, Bheur, Dusk, Green, Night, and Sea. ##### Hag Expanded Spells | Spell Level |Hag Spells| |:----:|:----------| | 1st | Caustic Brew | | 2nd | Alter Self | | 3rd | Bestow Curse | | 4th | Greater Invisibility | | 5th | Contagion | ___ ##### Annis Hag Spells | Spell Level | Annis Spells | |:----:|:-------------| | 1st | Wrathful Smite | | 2nd | Enlarge/Reduce (Enlarge only) | | 3rd | Haste | | 4th | Staggering Smite | | 5th | Destructive Wave | ___ ##### Bheur Hag Spells | Spell Level | Bheur Spells | |:----:|:-------------| | 1st | Ice Knife | | 2nd | Pass Without Trace | | 3rd | Slow | | 4th | Ice Storm | | 5th | Cone of Cold | ___ ##### Dusk Hag Spells | Spell Level | Dusk Spells | |:----:|:-------------| | 1st | Identify | | 2nd | Detect Thoughts | | 3rd | Catnap | | 4th | Locate Creature | | 5th | Legend Lore | ___ ##### Green Hag Spells | Spell Level | Green Hag Spells | |:----:|:-------------| | 1st | Disguise Self | | 2nd | Gift of Gab | | 3rd | Fast Friends | | 4th | Polymorph | | 5th | Dominate Person | ___ ##### Night Hag Spells | Spell Level | Night Hag Spells | |:----:|:-------------| | 1st | Sleep | | 2nd | Phantasmal Force | | 3rd | Blink | | 4th | Phantasmal Killer | | 5th | Geas | ___ ##### Sea Hag Spells | Spell Level | Sea Hag Spells | |:----:|:-------------| | 1st | Fog Cloud | | 2ns | Warding Wind | | 3rd | Tidal Wave | | 4th | Control Water | | 5th | Maelstrom | ___ \page
#### Cruel Hex Starting at 1st level, you gain the power to cast a nasty hex upon your foes. You learn the Hex spell, and add it to your spells list if you don’t already have it. This spell doesn’t count against the number of warlock spells you know. You can cast this spell without expending a spell slot a number of times equal to half your Charisma Modifier rounded up (minimum of 1), regaining all expended uses when you finish a short or long rest. ___ Your empowered hexes also cause great pain upon your enemies when you or an ally strike them. When you or an ally successfully hit a creature under the effects of your Hex spell with a weapon or spell attack, the extra damage dealt to the creature is increased to 2d6 and the damage type corresponds to the type of Hag you chose for your patron. ___ #### Dark Rituals At 6th level, your patron has begun to instruct you in the art of ritual casting and other forms of magic favored by hags, giving you forbidden insight into how to bend the rules of spellcasting. Whenever you learn or replace a spell; you can forgo choosing from the warlock spell list and instead pick one enchantment, illusion, or transmutation spell from any other class's spell list. Also, when you cast an enchantment, illusion, or transmutation spell you can choose to cast that spell as a ritual even if the spell doesn't have the ritual tag. ___ #### Witch's Flight At 10th level, your patron has shared with you the secrets of the ancient magics that allows one to imbue mundane objects with the power of flight. After completing a long rest, you can choose one medium sized or smaller object and imbue it with a flight speed equal to your movement speed. You can mount the object as a bonus action and once mounted you can use the its flight speed. You can only have one object imbued with a flight speed at any given time. ___ #### Hag's Curse Starting at 14th level, your patron grants you the ability to channel their fury in order to place terrible curses on your foes . As an action, you can expend as many spell slots as you currently have and select one creature whose name you know and is on the same plane of existence as you. This creature becomes the target of the curse and must make a Wisdom saving throw against your spell save DC. If you know the target's true name or possess something of great importance to them, such as a treasured heirloom or a dark secret, the DC for the save increases by an amount equal to half your Warlock level rounded up. On a failed save, choose one of the following curses to inflict on the target: - **Barbarous Imprisonment.** The target's soul is viciously ripped out of their body and imprisoned within an object that you can see within 60 feet of you. The chosen object can be Medium or smaller in size and cannot have a material worth greater than 10 times your warlock level in gold pieces.. While the target's soul is trapped within the object, their body enters into a comatose like state. The trapped soul is conscious while within the object and is fully aware of its immediate surroundings. As long as the creature's soul remains inside the object, it cannot be broken by any means. When this curse is broken, the object turns into a pile of dust and the soul returns to its physical body, which remains completely unchanged from the moment the soul was torn away from it. - **Heartless Husk.** The target has their heart stolen from them by you, with the still-beating organ being whisked away into your cruel cluthces. While cursed in this manner, the target’s alignment changes to true neutral and its Charisma score is reduced to 1. If the heart is ever lost or forcibly taken from you, you can use a bonus action to have it immediately return to you. As long as the heart remains in your possession, you can use it to control the target and command them to perform any activity/service you require of them, short of one that would result in their death. Should you issue a suicidal command, the target instead does nothing. The heart returns to the target's body once the curse is broken. - **Neverending Nightmare.** The target can now only see its greatest fear whenever it looks at others. While cursed in this manner, the target is considered frightened of every other creature that it sees. This curse still works even if the target has immunity to the frightened condition. While frightened in this way, the target must use its full movement speed to run away from any creature that it can see. - **Rotten Luck.** The target is constantly assailed by bad luck, as nothing can ever seem to go their way. The target suffers disadvantage and a -10 penalty on all attack rolls, saving throws, and ability checks they make. While cursed in this manner, the target is unable to gain advantage on their rolls from any source. - **Transfigured Form.** The target’s body is transformed into a new form of your choosing, your magic molding their flesh like a potter molds clay. The target's new form can be any abberation, beast, dragon, elemental, fey, fiend, monstrosity, or plant with a CR equal to or lower than your warlock level. The target retains its mental stats, alignment, and personality but is only able to speak the languages that its new form can speak. A creature with this curse becomes immune to any effect that attempts to alter their current form. When the curse is broken, the target reverts back to their original form. ___ You always know a cursed target's exact location as long as you are on the same plane of existence as it. The curse lasts until you die or another creature attempts to cast a Remove Curse spell on the target. If this occurs, the caster must make an ability check using their spell casting modifier against your spell save DC. On a successful check the curse is broken and the creature is freed from its effects, however you are immediately made aware that someone has broken your curse. Once you use this feature, you must wait 6 days before you can use it again. \page
### The Judge ____ *You have entered into a pact with a powerful entity that serves as the universe's judge, jury, and executioner. They seek to enforce absolute law upon all of existence, punishing any who would dare disrupt this order. With your pact, you serve as the prosecutor for the likes of Eunomia, Primus, Themis, or Tyr. Criminals beware, court is now in session!* ___ #### Expanded Spell List ___ The Judge 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. ##### Judge Expanded Spells | Spell Level| Spells | |:----:|:-------------| | 1st | Command, Detect Evil and Good | | 2nd | Calm Emotions, Silence | | 3rd | Clairvoyance, Sending | | 4th | Arcane Eye, Locate Creature | | 5th | Dispel Evil and Good, Hallow | | 9th | Imprisonment | ___ #### Magistrate's Verdict Starting at 1st level, you can channel a portion of your Patron's power to cast judgement upon a creature's very soul. As an action, you can choose one creature that you can see within 60 feet of you. That creature must then make a Charisma saving throw against your spell save DC. On a failed saving throw, the creature is judged and one of the following verdicts is given: ___ **Not Guilty.** This verdict is given to creatures that have a good alignment. Until the end of your next turn, attacks made against this creature by you or friendly creatures deal an additional 1d8 necrotic damage. ___ **Guilty.** This verdict is given to creatures that have an evil alignment. Until the end of your next turn, attacks made against this creature by you or friendly creatures deal an additional 1d8 radiant damage. ___ **Hung Jury.** This verdict is given to creatures that have a neutral alignment or are unaligned. Until the end of your next turn, attacks made against this creature by you or friendly creatures deal an additional 1d8 psychic damage. ___ The amount of damage a judged creature takes from this feature increases to 2d8 at 10th level. Once you successfully use this feature on a creature, you cannot target them again with it until a full day has passed. ___ #### All Rise ___ At 6th level, your prescence emanates a powerful aura that overwhelms your enemies with fear while at the same time empowering your allies with hope. Hostile creatures that end their turn within 5 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, they are stunned until the beginning of their next turn. A creature automatically succeeds on this save if it is immune to being frightened. Allies that begin their turn within 5 feet of you gain a bonus to the next attack roll they make equal to your Charisma modifier. ___ #### Under Oath ___ Also at 6th level, you are able to use your pact magic to coerce a creature into confessing the truth of their crimes to you. As an action, you can cast the Zone of Truth spell without expending a spell slot. When the spell is cast in this way, you forgo the area of effect to instead choose one creature you can see within the spell's range. Creatures that fail their saving throw are unable to avoid answering questions to which they would normally respond with a lie, though they can still be evasive with their answers as long as it remains within the boundaries of the truth. You can use your action in this way a number of times equal to your Proficiency bonus, regaining all expended uses on a short or long rest. ___ #### Temporary Restraining Order ___ At 10th level, you can temporarily bind a creature in magical chains when you cast judgement upon their soul. Your Magistrate's Verdict feature now also restrains a creature upon a failed save, in addition to suffering the effects of its verdict. A creature restrained by your Magistrate's Verdict feature remains so until the end of its next turn. ___ #### Grand Jury ___ Starting at 14th level, your unshakeable faith in your verdicts inspires awe in your comrades, emboldening them to action. When you successfully use your Magistrate's Verdict feature on a creature, you can use your bonus action to choose a number of friendly creatures equal to your Charisma modifier that are within 30 feet of the creature. These friendly creatures can then use their reaction to move up to their movement speed towards the creature and make one attack against it. Once you use your bonus action in this way, you cannot do so again until you complete a long rest. ___ \page
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### The Parasite ___ *Your patron resides within you, for you are its host. Its origins are unclear, perhaps it came from space on a falling meteor or maybe it is an invader from another plane of existence. Whatever the case may be, it has managed to infect you and has begun to proliferate itself within you. Now it and its kin feed off your body, growing stronger. Your patron does give you something in return, in a twisted symbiotic way, granting you a modicum of its unusual power. All it asks for in return is that you help it spread.* ___ #### Expanded Spell List ___ The Parasite 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. ##### Parasite Expanded Spells | Spell Level| Spells | |:----:|:-------------| | 1st | Detect Poison and Disease, Ray of Sickness | | 2nd | Alter Self, Blindness/Deafness | | 3rd | Haste, Stinking Cloud | | 4th | Dominate Beast, Polymorph | | 5th | Contagion, Dominate Person | ___ #### Patient Zero ___ Starting at 1st level, the parasite inside you has overriden your immune system so that it may act with impunity in your body. You become immune to disease, as your parasitic patron destroys any two-bit bacteria that attempts to stake a claim on your body. ___ #### Parasitic Invasion ___ Also at 1st level, you are able to spread your infection to others in order to cripple them. As a bonus action, you can choose a creature that you can see within 5 feet of you and make a melee spell attack against them. On a successful hit, the creature becomes infected with parasites created by your patron. While the parasites remain in their system, the creature is considered as having a disease and suffers the following effects: - They receive a penalty to their attack and damage rolls equal to your Proficiency bonus. - They have disadvantage on ability checks and on Constitution saving throws they make to maintain concentration on a spell. - Their movement speed is reduced by 15 feet. ___ The creature can make a Constitution saving throw against your spell save DC at the end of each of their turns, ending the disease on a successful save. You can use your bonus action in this way a number of times equal to your Proficiency bonus, regaining all expended uses on a long rest. ___ #### Degenerative Condition ___ At level 6th, your parasitic patron has evolved its brood so that they can now weaken the muscular system of those infected with them. When a creature affected by your Parasitic Invasion feature attempts to make a Strength or Dexterirty saving throw, you can use a reaction to impose disadvantage on the roll. If this causes the creature to fail the save, it immediately falls prone as their weakened muscles give out on them. ___ #### Contagious Pathogen ___ At 10th level, the parasites within you become so contagious that just being near an infected creature is enough to put one at risk. When a hostile creature ends or begins its turn within 10 feet of a creature under the effects of your Parasitic Invasion feature, they must make a Constitution saving throw against your spell save DC. On a failed save, a creature becomes infected with your parasites as if you had used your Parasitic Invasion feature on it. ___ #### Unstoppable Sickness ___ Starting at 14th level, your parasitic patron has evolved its brood once more so that they can bypass any immune system or curative methods that tries to stop them. Your Parasitic Invasion feature now ignores immunity to disease and spells or abilities that can be used to end diseases, such as the Lesser Restoration spell, fail when attempting to cure a creature under the effects of your Parasitic Invasion feature. ___ #### Otherwordly Epidemic ___ Also at 14th level, you are able to use your patron's parasites as a conduit for your magic, casting spells through them even when they are inside another creature. When you cast a spell of 5th level or lower, you can deliver it through a creature infected by your parasites as if it had cast the spell. The infected creature must be within 200 feet of you and it performs any verbal or somatic components required by the spell. You cannot cast spells through an infected creature if they require material components. If a spell requires an attack roll or saving throw, it uses your attack modifier or spell save DC. \page
### The Vermin ___ *They are everywhere. They hide within every city, village, town, nook, and cranny. They skitter about in the shadows were none can see them until it is too late. On their own they are weak, but when they swarm together they are unstoppable. They have caused countless events, such as the major pestilences and famines, that have shaken the world of men to its core. They are the rodents, the bats, the birds, the snakes, and the insects. Through some experiment or magical ritual gone wrong, you have essentially formed a pact with these creatures. Now the hordes of vermin are at your beck and call, and your foes shall find themselves overwhelmed by the rushing tide of your little soldiers.* ___ #### Expanded Spell List ___ The Vermin 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. ##### Vermin Expanded Spells | Spell Level| Spells | |:----:|:-------------| | 1st | Beast Bond, Wild Cunning (with your vermin taking the place of the nature spirits) | | 2nd | Animal Messenger, Pass Without Trace | | 3rd | Haste, Nondetection | | 4th | Dominate Beast, Giant Insect | | 5th | Contagion, Insect Plague | ___ #### Pest Control ___ Starting at 1st level, you are able to exert control over your vermin and can mobilize a swarm of them to aid you in combat. As an action, you can call forth a vermin horde that manifests in an unoccupied space that you can see within 30 feet of you. The statistics for this vermin horde are detailed at the end of this subclass. The horde obeys your commands as best as it can. In combat, the horde shares your initiative count, but it takes its turn immediately after yours. The horde can move and use its reaction on its own. You can use your bonus action to telepathically command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the horde takes the Dodge action. The vermin horde disappears after a number of hours equal to half your warlock level or when it is reduced to 0 hit points. ___ You can also use your bonus action to divide the vermin horde into two separate hordes. These two hordes continue to use the vermin horde stat block, but with the following changes made to it: - They are one swarm size category smaller. - The damage die for their attacks are reduced from a d6 to a d4. - Their current hit point total is halved. ___ The two hordes take their turns at the same time, and you can issue separate commands to them with your bonus action. You can rejoin the two hordes back into one by using another bonus action. Any damage that either horde has taken is transferred over when they recombine. Once you use your bonus action to divide your Vermin Horde, you cannot do so again until you finish a short or long rest. ___ #### Vigilant Varmint ___ Also at 1st level, your vermin horde watches out for you and will come to your defense when you are under attack. When a hostile creature targets you with a melee or ranged attack while you are within 5 feet of your vermin horde, you can use your reaction to have your horde shield you and become the new target of the creature's attack. The creature's attack automatically hits against your horde and it takes the full damage of the attack. If your horde is reduced to 0 hit points as a result of defending you, any remaining damage from the attack is dealt to you. You can use your reaction in this way three times per long rest. ___ #### Rushing Horde ___ At 6th level, your vermin are able to use their combined strength in order to stampede over any obstacle or person in their way. Whenever your horde moves more than 5 feet through a space occupied by another creature, that creature must make a Strength saving throw against your spell save DC. On a failed save, the creature is trampled by your vermin and is knocked prone. ___ \page
#### Vermin Onslaught ___ At 10th level, you are able to command your vermin horde to commence a brutal assualt upon a particular creature. When your vermin horde is within 5 feet or occupying the same space as another creature that is the same size category as it or smaller, you can use your bonus action to order your vermin to swarm that creature. The creature must then make a Dexterity saving throw against your spell save DC. On a failed save, the creature is restrained as your vermin horde begins to crawl all over and cling to them. While restrained in this way, the creature suffers from the following effects: - When the vermin horde uses any of its movement speeds, the restrained creature is forcibly moved with it. - Any damage dealt to the vermin horde is also dealt to the restrained creature. - At the beginning of each of its turns, the restrained creature takes piercing damage equal to your Charisma modifier, as your horde bites and claws into its flesh. ___ The creature can repeat the save at the end of each of its turns, breaking free from the horde on a successful save. Once you use your bonus action to command your horde in this way, you cannot do so again until you finish a long rest. ___ #### Swarm of the Century ___ Starting at 14th level, you vermin horde grows to become an unstoppable and destructive force. Your vermin horde's swarm size increases to Large, its movement speed increases by 30 feet, and its attacks now deal double damage to buildings and structures. ___ Additionally, when you use your bonus action to divide your horde, you can now choose to split it into three separate hordes instead of two. All of the rules regarding having two hordes also apply to having three hordes, with one minor change. When you split your horde into three, each horde only has one-third of their current hit point total. ``` ```





















___ > ## Vermin Horde >*Medium swarm of tiny beasts, unaligned* > ___ > - **Armor Class** 9 + your Proficiency bonus > - **Hit Points** 6 x your Warlock level + your Constitution modifier > - **Speed** 30ft., climb or fly (your choice) 15 ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|18 (+4)|16 (+3)|2 (-4)|10 (+0)|3 (-4)| > ___ > - **Damage Resistances** Bludgeoning, Piercing, Slashing > - **Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands languages you speak > ___ > ***Keen Senses.*** The horde has advantage on Wisdom (Perception) checks. > > ***Shared Perception.*** You can choose to see through the horde’s eyes and hear what it hears, and continue to do so until you choose to return to your normal senses. > > ***Swarm.*** The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Tiny creature. The horde can't regain hit points or gain temporary hit points. > ### Actions > ***Bites (horde has more than half HP).*** *Melee Weapon Attack:* +6 to hit, reach 0ft., one target in the horde's space. *Hit* 11 (2d6 + 4) slashing damage. > > ***Bites (horde has half HP or less).*** *Melee Weapon Attack:* +6 to hit, reach 0ft., one target in the horde's space. *Hit* 8 (1d6 + 4) slashing damage. ___ \page
### The Void ___ *The Void is not a thing, nor is it a place. It is more like a living force than anything else. It lurks on the edge of existence, waiting for its chance to strike. For though the Void cannot reason, it wants all the same. And it doesn't want to be empty. Through some cosmic miscalculation, you were able to reach out and stare into the Void. Then it stared back at you. Now you too suffer from its hunger, a hunger that craves to pull all of existence into its maw and reduce it to nothing. Only then will you and the Void be full. * ___ #### Expanded Spell List ___ The Void 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. ##### Void Expanded Spells | Spell Level| Spells | |:----:|:-------------| | 1st | Absorb Elements, Magnify Gravity | | 2nd | Enlarge/Reduce (Reduce only), Vortex Warp | | 3rd | Blink, Pulse Wave (Pull effect only) | | 4th | Gravity Sinkhole, Otiluke's Resilient Sphere | | 5th | Antilife Shell, Destructive Wave | | 9th | Ravenous Void | ___ #### Hollow on the Inside ___ Starting at 1st level, your chance encounter with the Void left you as little more than an empty shell of your former self. You no longer need to eat, drink or breathe in order to survive, though you can still partake in these activities. If you do so, any food or drink you ingest is transported into the Void and consumed by it. You exude an unnerving and off putting feeling to those who look at you, even though your outward appearance is the same as it was before you encountered the Void, causing some individuals to be instinctively afraid and untrusting of you unless proven otherwise. ___ You also no longer possess a creature type. Any spell that affects a creature with a certain creature type, such as the Hold Person spell, automatically fails when targeting you. If you are targeted by a spell that affects creatures in general rather than a specific creature type, then the spell still works on you. ___ #### Filling the Void ___ Also at 1st level, your connection to the Void grants you the ability to consume some of the energy exerted by a foe's attack in order to temporarily become stronger. When a creature targets you with an attack, you can use your reaction to make the attack automatically hit you. You drain a portion of the attacks energy into the Void, causing the attack to only deal half damage to you and giving you a void stockpile. While you have this void stockpile, you gain a +1 to your attack and damage rolls. You can stack these void stockpiles through repeated use of this feature and can have up to a maximum of 6 void stockpiles stored up at any given time. If you start your turn after going a full round without using this feature, you lose one void stockpile as the Void consumes and reduces the collected energy into pure nothingness. ___ ``` ```




















___ #### Magical Sponger ___ At 6th level, you can absorb some of the magic used by a creature to cast a spell and temporarily store it in the Void for later use. When a creature that you can see within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to redirect it so that you are now the target of the spell. Spells with an area of effect become centered on you when you use this feature on them. By using your reaction in this way, you gain a magic charge. When you cast a spell of 3rd level or lower, you can choose to expend this magic charge in place of a spell slot. This charge disappears at the end of your next turn if you do not use it, consumed by the Void to satisfy its unruly hunger. ___ #### Comforting Oblivion ___ At 10th level, the Void has taken something of a liking to you and wishes to see you safe from harm. Each void stockpile you gain from your Filling the Void feature now grants you a +1 to all your saving throws in addition to the stockpile's normal benefits. ___ #### Inevitable Annihilation ___ Starting at 14th level, you can use your power to rip open a tear in reality that leads directly to the Void, which attempts to drag any creature that gets too close to certain doom. As an action, you can open this tear on an unoccupied space that you can see within 30 feet of you. The terrain within 60 feet of the tear is now considered difficult terrain, as gravity itself is warped by the Void. Any creature that ends its turn within this area must make a Strength saving throw against your spell save DC. On a failed saving throw, the creature is pulled 15 feet towards the tear. If a creature is pulled within 5 feet of the tear while they have one-third or less of their maximum hit points remaining, they are killed outright as they are pulled into the empty abyss and have their entire being consumed by the Void. Once you use your action in this way, you must complete a long rest before you can do so again. \page
# Chapter 2: Eldritch Invocations ___
##### Eldritch Invocations | Invocation | Prerequisites | |:---:|:---:|:---:|:---:| | Baba Yaga's Hut | 9th Level, Hag Patron | | Bottled Paradise | 11th Level, Genie Patron | | Clever Ruse | Archfey Patron | | Colours Out Of Space | None | | Cursed Armaments | None | | Damned Defender | Hexblade Patron | | Debilitating Hex | 5th Level, Hag Patron | | Deceptive Reality | 8th Level | | Enslaved In The Membrane | 15th Level, Great Old One Patron | | Eternal Will | 15th Level, Undying Patron | | Fiendish Chains | 10th Level, Fiend Patron | | Gathering Swarm | 7th Level, Vermin Patron | | Hellish Flames | 5th Level, Fiend Patron | | Help From Beyond | None | | Holy Presence | 7th Level, Celestial Patron | | Inhuman Movements | 8th Level | | Leeching Blade | 7th Level, Hexblade Patron | | Little Brother | Parasite Patron | | Lost Knowledge | None | | Master of the Grave | Undying Patron | | Monkey's Paw | None | | Mutually Assured Desolation | 17th Level, Void Patron | | Neifion's Shadow | 10th Level, Archfey Patron | | Nothing But The Truth | 7th Level, Judge Patron | | Of Unsound Mind | 5th Level | | Persistent Cough | 8th Level, Parasite Patron | | Protective Vessel | 7th Level, Genie Patron | | Rising Tide | Fathomless Patron | | Sequester The Witness | 10th Level, Judge Patron | | Slipping Into The Void | 5th Level, Void Patron | | Suffocating Abyss | 9th Level, Fathomless Patron | | The Living Dead | 9th Level | | Transcendent Thought | 5th Level, Great Old One Patron | | Unending Nightmare | 5th Level | | Unnatural Lifespan | 18th Level | | Vicious Pests | 11th Level, Vermin Patron | | Zealous Ambition | 14th Level, Celestial Patron |
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##### Baba Yaga's Hut **Prerequisite: 9th Level, Hag Patron** ___ As an action, you can expend a spell slot to summon a minature version of the infamous witch's chicken legged home. The hut is a medium construct with an AC of 13, 50 hit points, and a walking speed of 10 feet. The hut takes its turn in the initiative immediately after you, but only takes the Move action on its turn. If you are within 5 feet of the hut, you can use a bonus action to go inside it. While inside, you are treated as having full cover. The hut disappears when it is reduced to 0 hit points. You can also dismiss it as a bonus action. In either case, using this invocation again brings the hut back, restored to its hit point maximum. ___ ##### Bottled Paradise **Prerequisite: 11th Level, Genie Patron** ___ When you use your Sanctuary Vessel feature, anyone (including yourself) who remains within your vessel for at least an hour regains use of one class or subclass feature that normally recharges on a long rest. A creature does not regain any spell slots or hit dice from this invocation, and a creature can only benefit from this invocation once per day. ___ ##### Clever Ruse **Prerequisite: Archfey Patron** ___ You are as cunning as a fey, able to easily fool others. When you make a Charisma (Persuasion or Deception) check, roll a d4 and add the number rolled to the total check. You also have advantage on contested Charisma (Deception) checks you make against a creature's Wisdom (Insight) check. ___ ##### Colours Out Of Space ___ You can cast Color Spray at will without expanding a spell slot or material components. ___ ##### Cursed Armaments ___ You can cast Arcane Weapon without expending a spell slot once per short or long rest. When the spell is cast in this way, you do not need to concentrate on it and it instead lasts for the full duration. ___ ##### Damned Defender **Prerequisite: Hexblade Patron** ___ When a creature within 5 feet of you is hit with a melee or ranged weapon attack, you can use your reaction to reduce the damage they take from the attack by an amount equal to your Proficiency bonus + your Charisma modifier. ___ ##### Debilitating Hex **Prerequisite: 5th Level, Hag Patron** ___ You learn how to cause your foes to suffer excruciating ailments when you place a hex on them. When you cast the Hex spell, the target creature is forced to make a Wisdom saving throw against your spell save DC. On a failed save, you can afflict the creature with one of the following conditions in addition to the normal effects of the spell; Blinded, Deafened, Frightened, or Poisoned. ___ ##### Deceptive Reality **Prerequisite: 8th Level** ___ You can use an action to cast Hallucinatory Terrain without expending a spell slot once per long rest. ___ ##### Enslaved In The Membrane **Prerequisite: 15th Level, Great Old One Patron** ___ When you use your Create Thrall feature on a creature, you gain access to their memories and learn any kind of information about them that they would be comfortable sharing with a close friend. You can also use a bonus action to issue a command to the enthralled creature in a similar fashion to the effects of the Geas spell. ___ ##### Eternal Will **Prerequisite: 15th Level, Undying Patron** ___ When you are reduced to 0 hit points or would be outright killed by an attack, you can expend a spell slot to instead be restored to half of your hit point maximum. Once you expend a spell slot in this way, you must complete a long rest before you can do so again. ___ ##### Fiendish Chains **Prerequisite: 10th Level, Fiend Patron** ___ When you hit a creature within 30 feet of you with a melee or ranged attack, you can choose to expend a spell slot to summon magical chains forged in the Nine Hells that attempt to bind your target. The creature must make a Strength or Dexterity (their choice) saving throw against your spell save DC. On a successful save, you regain the expended spell slot. On a failed save, the creature is grappled by your chains. A creature grappled by your chains takes 2d6 fire damage at the start of each of its turns. A creature can repeat the save at the end of its turn, breaking free from them on a success. ___ ##### Gathering Swarm **Prerequisite: 7th Level, Vermin Patron** ___ Your control over your vermin horde strengthens, allowing you to summon them in greater numbers then you could before. When you summon your vermin horde using your Pest Control feature, you can expend a spell slot to make it one size category larger than normal. ___ ##### Hellish Flames **Prerequisite: 5th Level, Fiend Patron** ___ You are able to empower yourself through flame rather than be harmed. When a creature hits you with an attack that deals fire damage, you use your reaction to reduce the fire damage to 0 and turn it into sinister hellfire. The next attack you make receives a bonus to its attack and damage rolls equal to half your warlock level (minimum of 1). ___ ##### Help From Beyond You can cast Unseen Servant at will without expanding a spell slot or material components. ___ ##### Holy Presence **Prerequisite: 7th Level, Celestial Patron** The divine connection you have to your patron is so strong that it causes a holy aura to exude out from you. The aura extends 10 feet from you in every direction, but not through total cover. While a creature you consider to be friendly is in your aura, it gains a bonus to its ability checks and saving throws equal to your Proficiency bonus. Fiend type creatures or creatures with an evil alignment receive disadvantage on their ability checks and saving throws while within your aura. \page
##### Inhuman Movement **Prerequisite: 8th Level** You can take the Dodge action as a bonus action, your body contorting in unnatural ways while doing so. You can use this invocation a number of times equal to your Proficiency bonus, regaining all expended charges on a long rest. ___ ##### Leeching Blade **Prerequisite: 7th Level, Hexblade Patron** When you deal damage to another creature using the weapon currently affected by your Hex Warrior feature, you regain a number of hit points equal to your Constitution modifier + your total Warlock level. You can only benefit from this healing once per round. ___ ##### Little Brother **Prerequisite: Parasite Patron** As a bonus action, you can see through the eyes of one creature of your choice under the effects of your Parasitic Invasion feature and hear what it hears, and continue to do so until you use another bonus action to return to your normal senses. ___ ##### Lost Knowledge Choose one of the following skills; Arcana, History, Nature, or Religion. You gain expertise with that skill and you cannot suffer disadvantage on any ability check using this skill. From your many hours scouring over ancient tomes, you've learned a long forgotten secret of your world. Work with your DM to determine the details of your secret and its impact on the campaign. ___ ##### Master of the Grave **Prerequisite: Undying Patron** When an undead fails its Wisdom saving throw against your Among the Dead feature, you can use a reaction and choose the new target of its attack. ___ ##### Monkey's Paw You can cast Guiding Hand at will without expanding a spell slot. When the spell is cast in this way, the hand takes on the appearance of a severed monkey's paw that begins to walk, using its fingers as legs, towards your chosen location. ___ ##### Mutually Assured Desolation **Prerequisite: 17th Level, Void Patron** You gain the ability to consume the souls of those you kill, allowing the Void to reduce them to sweet nothingness. Creatures killed by your are unable to be resurrected by any means, as even a Wish spell cannot restore a soul that has been wiped from existence. However, taking this invocation dooms you to a similar fate. When you die from failing three death saving throws, the Void takes your soul into its cold embrace and makes it impossible for other creatures to resurrect you by any means. ___ ##### Neifion's Shadow **Prerequisite: 10th Level, Archfey Patron** Your patron, pleased with the work you've done for them, has granted you a blessing to protect you while you are in Neifion's, Lord of Bats, domain. Now the shadows casted by the pale moonlight offer an escape from your attackers. When you are in dim light or darkness, you can use a bonus action to teleport to a location that you can see within 60 feet of you as long as your new location is also in dim light or darkness. ___ ##### Nothing But The Truth **Prerequisite: 7th Level, Judge Patron** So dedicated are you to your quest to uncover the truth from those you put on trial, that those who attempt to lie while in your presence suffer trauma to their psyche. When a creature under the effects of the Zone of Truth spell casted through your Under Oath feature lies to you, that creature takes psychic damage equal to your Charisma modifier and is forced to admit the truth. ___ ##### Of Unsound Mind **Prerequisite: 5th Level** When a creature that you can see within 30 feet of you attempts to make a Wisdom or Intelligence saving throw, you can use your reaction and impose disadvantage on the roll. If this causes the creature to fail the roll, you gain advantage on the next Wisdom or Intelligence saving throw you make. You can use this invocation a number of times equal to your Proficiency bonus, regaining all expended charges on a long rest. ___ ##### Persistent Cough **Prerequisite: 8th Level, Parasite Patron** Your patron has gained a modicum of power, allowing it to evolve its brood into a new form that is quite difficult for a creature to rid from its body once it is inside. Creatures infected with parasites from your Parasitic Invasion feature have disadvantage on the Constitution saving throw they make at the end of each of their turns to end the disease. ___ ##### Protective Vessel **Prerequisite: 7th Level, Genie Patron** The magic imbued into your vessel has grown strong enough that is able to protect you from harm as long you remain close to it. When a creature makes a weapon or spell attack against you while you are within 15 feet of your vessel, you can use your reaction and add your Charisma modifier to your AC. You can use your reaction in this way a number of times equal to your Proficiency bonus, regaining all expended uses on a long rest. ___ ##### Rising Tide **Prerequisite: Fathomless Patron** You are able to finely manipulate all forms of water around you, as well as create or destroy it in great quantities, thanks to your patron's connection to the element. As an action, you can cast the Create or Destroy Water spell without expending a spell slot. When the spell is cast in this way, you can create or destroy up to 30 gallons of water in an open container within range instead of just 10. Alternatively, you can have any water you create using this feature fall as rain in a 50-foot cube within range, extinguishing exposed flames in the area. ___ ##### Sequester The Witness **Prerequisite: 10th Level, Judge Patron** You have learned how to utilize the power granted to you by your patron in order to protect any witnesses you deem as crucial to your investigation for the truth. As an action, choose a creature that you can see within 30 feet of you. Until the end of your next turn, the creature becomes invisible, gains a bonus to its AC and saving throws equal to your Proficiency bonus, and during its turn the only actions it can take are the Dodge, Hide, and Move actions. Once you use your action in this way, you must complete a long rest before you can do so again. \page
##### Slipping Into The Void **Prerequisite: 5th Level, Void Patron** Your connection to the Void has grown strong enough that you are now able to transport yourself into the Void temporarily in order to avoid harm. When a creature makes a melee or ranged attack against you, you can use your reaction to vanish from the space you are currently occupying and appear in the Void. This causes the inciting attack to miss. You remain in the Void until the beginning of your nex turn, returing to an unoccupied space of your choice that you can see within 15 feet of the space you vanished from. You can use your reaction in this way a number of times equal to your Proficiency bonus, regaining all expended uses on a long rest. ___ ##### Suffocating Abyss **Prerequisite: 9th Level, Fathomless Patron** You have learned how to command the tentacles you summon to tightly grasp on to your foes and strangle them, denying any air to enter their lungs. When you create a tentacle using your Tentacle of the Deep feature, you can forgo making an attack and instead have the tentacle attempt to grapple one creature within 10 feet of it. That creature must then make a Dexterity saving throw against your spell save DC. On a failed save, the creature is grappled by your tentacle. While grappled by your tentacle, the creature is considered to be suffocating. The creature can repeat the saving throw at the end of each of its turn, freeing itself from your tentacle's grip on a successful save. ___ ##### The Living Dead **Prerequisite: 9th Level** You can use an action to cast either Animate Dead or Raise Dead without expending a spell slot once per long rest. When either of these spells are cast in this way, they do not require material components. ___ ##### Transcendent Thought **Prerequisite: 5th Level, Great Old One Patron** Through deep meditation and the performance of several ancient occult rituals, you have pushed your mind to its absolute limits and in return have greatly expanded the capabilities of your telepathic powers. Your Awakened Mind feature receives the following benefits: - The range of your telepahy increases to 100 feet. - While you are telepathically communicating with another creature, you can choose to see through the creature's eyes and hear what they hear, and can continue to do so until you choose to return to your normal senses. ___ ##### Unending Nightmare **Prerequisite: 5th Level** You can use an action to cast Enemies Abound without expending a spell slot once per long rest. When the spell is cast in this way, creatures that the target can see take on the form of the their greatest fears. ___ ##### Unnatural Lifespan **Prerequisite: 18th Level** You have learned how to utilize your magic to extend your lifespan to lengths that most would consider to be unnatural for a member of your race. For every 100 years that pass, your body ages only 1 year. ``` ``` ##### Vicious Pests **Prerequisite: 11th Level, Vermin Patron** Your vermin horde becomes lethally proficient at biting and clawing throw the flesh of creatures they swarm, and through your magical connection they are able to replenish your strength by feasting on their victim's delectable insides. The following changes are made to your Vermin Onslaught feature: - The damage dealt to the restrained creature at the beginning of each of its turn is now magical piercing damage equal to 1d4 + your Charisma modifier. - When a restrained creature takes this damage, you regain a number of hit points equal to half the damage dealt (minimum of 1). You can only benefit from this healing once per round. ___ ##### Zealous Ambition **Prerequisite: 14th level, Celestial Patron** Though the divine power your patron granted you was intended to be used to heal, you have learned how to utilize it in order to bolster the strength of your allies' attacks against those who dare defy or oppose the divine light of your patron. When a friendly creature that you can see within 30 feet of you hits a creature with an attack, you can use a reaction to expend a number of dice from your Healing Light feature. Roll the dice you spend and add them together. The creature hit with the triggering attack then takes radiant damage equal to the total number rolled. Once you use your reaction in this way, you cannot do so again until you complete a long rest. ___ \page
## Art Credits - Cover Image: Soul-Slaver by Anthony Star - Portrait of the Madam: The Red Duchess by MarkoTheSketchGuy - Portrait Frame: Oval Clipart Portrait Frame from Pinclipart - Chapter 1 Character Options Image: The Warlock by Stephen Nickel - The Hag Subclass Image: Baba Lysaga by Richard Whitters - The Parasite Subclass Image: Pathfinder - Irongfang Adventure Path 5/6 by Diana Franco - The Judge Subclass Image: Female Human Aristocrat Judge - Pathfinder from Fantasy Pics Inc - The Vermin Subclass Image One: Felix Miall (Heart: The City Beneath) - The Vermin Subclasss Image Two: Scorpion Swarm by Ruby Siswanto - The Vermin Subclass Image Three: Spider Swarm - Pathfinder from Fantasy Pics Inc - The Void Subclass Image: Voidwracked Mage by WillOBrian - Cool Warlock on Page 13: Eagle Hunter Warlock by Sarunas Macijauskas - Final Page Image: Void Genasi Hexblade Warlock by Yioshka ___ ``` ``` ___ >## Author's Note >___ >Belladonna's Anthology of the Unearthly Arts has, without a doubt, been one of the most challenging yet rewarding homebrew projects I've ever done. I'm very proud of how the final product turned out in the end, and my hope is that the subclasses and eldritch invocations within its pages will help bring some new excitement to the tables of those adventurous enough to give them a try. I also just want to give due thanks to my friends and to anyone who's every left feedback on one of my previous homebrews. You've all helped motivated me to get better and better at homebrewing, and it lights up my day when I'm able to share a new one with all of you. Seriously, you guys rock! >
>-ZenOverload