## Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature. The following option is available in addition to those offered in the *Player's Handbook.*

### Trickster Gods of Omu

Your patron is not a single entity, but the collection of powerful spirits known as the trickster gods of Omu. These beings dwell within the ancient city of Omu on the island of Chult and may make a pact in hopes that the warlock will aid them in their fight against the lich who slayed their physical bodies and entombed them in the Tomb of Annihilation: Acererak.


##### Trickster Gods of Omu

| Warlock Level | Feature |
|:----:|:-------------|
| 1st | Expanded spell list, Trickster's Luck|
| 6th | Greed of the Gods      |
| 10th | Acererak's Bane       |
| 14th | Echoes of Omu         |


#### Expanded Spell List

The Trickster Gods let 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.  

##### Trickster Expanded Spell List
| Warlock Spell Level | Spells |
|:----:|:-----------------------------|
| 1st  | *bane, sleep*                |
| 2nd  | *blindness/deafness, knock*  |
| 3rd  | *bestow curse, nondetection* |
| 4th  | *confusion, polymorph*       |
| 5th  | *mislead, modify memory*     |


#### Trickster's Luck

At 1st level, your patrons allow you to manipulate the luck of those around you. When two or more creatures you can see are required to save from the same effect, as a reaction you may chose two of them to be cursed and blessed. One those creatures gain advantage on that save and the other gains disadvantage on that save. You make this determination prior to dice being rolled.

Once you use this feature, you can't use it again until you finish a short or long rest.

#### Greed of the Gods

Despite the Trickster Gods' power, they can be capricious and greedy. At 6th level, you can sense the items around you that these spirits find most desirable. As an action, you know the location, appearance, and relevant school of magic of the rarest magic item within 30 feet of you that is currently not in your possession. If there is more than one magic item of the same rarity within this distance, you learn about the closest magic item of that rarity.

If this magic item is attuned to a creature, you may immediately use your bonus action to cause that creature to make a Wisdom saving. If that creature fails, then the magic item becomes unattuned to that creature. Your spell DC is the save DC of this feature.

Once you use any part of this feature, you can't use it again until you finish a long rest.

#### Acererak's Bane

At 10th level, you become filled with the rage the Trickster Gods feel towards the lich Acererak. As a bonus action, you invite this rage into your being and gain the follow benefits:
- You gain bonus hit points equal to your warlock level plus your Charisma modifier.
- You have advantage on saving throws against spells and other magical effects.
- You have advantage on attacks made against undead creatures.

This effect ends after 1 hour, when these bonus hit points are reduced to 0, or when you gain bonus hit points from another source.

One your use this feature, you can not use it again until you finish a long rest.

#### Echoes of Omu
At 14th level, you may draw on the individual powers of the Trickster Gods. As an action you may channel one of the Trickster Gods and have a portion of its spirit inhabit your body. Choose one of the following gods and gain the describe effect. This lasts for its duration unless dismissed or until you fall unconscious.

One your use this feature, you can't use it again until you finish a long rest.


***I'jin the Almiraj.*** While I'jin inhabits you, your Dexterity score becomes 23 unless it is already higher. This lasts for 10 minutes.

***Kubazan the Froghemoth.*** While Kubazan inhabits you, your Strength score becomes 23 unless it is already higher. This lasts for 10 minutes.

***Moa the Jaculi.*** While inhabited by Moa, you can turn invisible. For the next 10 minutes, you may use an action to turn invisible. Anything you are wearing or carrying is invisible as long as it is on your person. The invisibility ends if you attack, cast a spell, force a saving throw, or deal damage; you may use another action to become invisible until the duration of this effect ends.

***Nangnang the Grung.*** While inhabited by Nangnang, you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free. You also gain a climbing speed equal to your walking speed. This lasts for 1 hour.

***Obo'laka the Zorbo.*** When Obo'Laka inhabits you, you may instantly attune a magic item. While inhabited by Obo'Laka, you may have one extra item attuned. At the end of the effect, if you have more than 3 items attuned you choose which magic items to unattune until you are only attuned to 3. This lasts for 1 hour.

***Papazotl the Eblis.*** While inhabited by Papazotl, you can't be surprised, you gain advantage on all Wisdom checks, and you never take damage from falling. This lasts for 1 hour.


\page


***Shagambi the Kamadan.*** While inhabited by Shagambi, you can make one extra attack when taking the Attack action on your turn. This lasts for 10 minutes.

***Unkh the Flail Snail.*** While Unkh inhabits you, your Constitution score becomes 23 unless it is already higher. This lasts for 10 minutes.

***Wongo the Su-Monster.*** While inhabited by Wongo, you can use your action to unleash a psionic assault on a creature you can see within 60 feet of you. The target must succeed on a DC Wisdom saving throw or be stunned until the end of its next turn. This lasts for 1 minute.

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##### Created by Samuel Purdy
May 2018

###### Formatted using The Homebrewery by www.naturalcrit.com

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