A thousand faces watch you from infinity, you who seek wisdom
and crave power. Extend your hand to the unseen fabric of the
realms and wait for one of them to answer your call.
PATRON: SIDÌR ENTITY
Divine sparks reside in the cosmic darkness: those who are
and always will be, those who represent time and space. These
beings without beginning nor end remain motionless to observe
the flow of aeons. Among them, some turn their attention
to the mortals of Iùrmen. Only a lucky few receive answers
to their prayers, directed towards the starry vault above
them and to the cold and distant stars.
Extended Spell List
Sidìr Entities allow you to choose spells from an extended
list. The following spells are added to your warlock spell list.
Spell Level |
Sidìr Entity Spells |
1st |
color spray, feather fall |
2nd |
mooncloak*, augury |
3rd |
blink, moonamorphosis* |
4th |
freedom of movement, elastic sphere |
5th |
cone of cold, lunar fortitude |
*these spells can be found in Chapter 8
Bonus cantrip
At 1st level, you learn the
globe of eclipse cantrip (see Chapter 8).
Consciousness of the Sempiternal
At 1st level, you can choose a skill each time you complete
a short or long rest to become Proficient in. In addition you
gain expertise in that skill, meaning your Proficiency bonus
will be doubled when you use that skill. These benefits persist
until you use this feature again after completing a short
or long rest.
Instant Travel
At 6th level, when casting a 1st level spell or higher during
your turn, you can teleport instead of using other movement
methods for that turn. The covered distance is counted as if
you had moved normally. Any number of short teleports can
be combined with traditional movement methods at will, as
long as the total movement does not exceed what is allowed
by your base speed.
Transcendent Body
At 10th level, you gain Resistance to cold, necrotic, and radiant
damage.
Aloof as the Cosmos
At 14th level, you can use your Reaction to ignore the effects
of a spell of 3rd level or lower that it is targeting you, or includes
you as a target in its area of effect. This feature lasts
until the end of your next turn if the spell has a duration that
is not instantaneous.
This feature can be used once, then you regain its use after
you complete a long rest.
Patron: Dying Prime
Few, among mortals, can listen to the lament of nature and
the litany of elementals invisible to the eye. Encountering
these entities, once supreme and ethereal and now bound to
the earth, can make champions of mortals who carry with
them the slowly withering cry of life. Prime magic will flow
into these chosen, transforming them into heralds of the ancient
ones that yearn to survive the Night Eternal.
Extended spell list
Dying Primes allow you to choose spells from an extended
list. The following spells are added to your warlock spell list.
Spell Level |
Sidìr Entity Spells |
1st |
entangle, cure wounds |
2nd |
lesser restoration, prayer of healing |
3rd |
mass healing word, plant growth |
4th |
ice storm, giant insect |
5th |
reincarnation, tree stride |
Bonus Cantrip
At 1st level, you learn the
spare the dying Necromancy Cantrip.
Everlasting Vitality
At 1st level, you have Advantage on Death Saving Throws.
Whenever you spend Hit Die during a short rest to recover
Hit Points, you regain additional Hit Points equal to your
Charisma modifier for each Hit Dice spent.
Glimmer of Hope
At 6th level, when casting a 1st level spell or higher, you can
spend a Hit Die to regain Hit Points and Soul Points as if you
completed a short rest.
Source of Eternal Life
At 10th level, when you spend a Hit Dice and get a 1 or 2 as
a result, that Hit Dice is considered unspent, but Hit Points
and Soul Points are regained, nonetheless.
Tears of a Dying Earth
At 14th level, you can spend a bonus action and allow yourself
to become a vessel of the residual energies of your patron for
1 minute. In doing so, you are coated with material of natural
origin (vegetation, earth, mud, but also lava, water, snow, or
ice) depending on where you are located, becoming a majestic
elemental-like creature.
You gain the following benefits:
- Your size becomes Large.
- Strength score increases to 16 (+3)
unless it was already higher.
- Resistance to slashing, piercing, bludgeoning, fire, cold,
thunder and lightning damage.
- Speed of digging, climbing, swimming, and flying equal
to your base walking speed.
- You can perform slam melee attacks, with a 10 feet reach,
dealing 2d8 bludgeoning damage (plus your Strength
modifier this melee attack is considered magical for the
purpose of overcoming damage resistance.
When casting a 1st level spell or higher with casting time
equal to an action during your turn, you can spend a bonus
action to perform a single slam melee attack.
PATRON: ECHO OF DEATH
Beyond the veil of night, dark beings crave the corruption and
decay of the world. Those who observe the unchallenged advance
of darkness will soon realize that darkness is watching in
turn. Whether it is greed or despair that leads mortals before
the Echoes, once they grasp your heart, they will not cease to
hiss their grim language into your soul. Asking for their favour
is easy but freeing yourself from their mortal grip is impossible.
Making deals with these entities is difficult, as it seems
obvious that their only purpose is to destroy reality; that same
reality where their sponsored warlocks live. A warlock that
deals with the Echoes may have been seduced by darkness
or may have requested help as a desperate act, but the gift
of the Echoes will later turn out to be an inescapable curse.
Unless the warlock goes insane, or turns hopelessly to evil, the
burden of these patrons becomes harder and harder to bear.
Lagoran's fate stands out as a clear warning to anyone who
approaches the Echoes of Death.
Extended spell list
Echoes of Death allow you to choose spells from an extended
list. The following spells are added to your warlock spell list.
Spell Level |
Sidìr Entity Spells |
1st |
detect evil and good, false life |
2nd |
blindness/deafness, protection from poison |
3rd |
animate dead, speak with dead |
4th |
greater invisibility, black tentacles |
5th |
cloudkill, antilife shell |
Bonus cantrip
At 1st level, you learn the freezing snare cantrip (see Chapter 8).
Accustomed to Darkness
At 1st level, you gain an additional Soul Point per level.
As long as you have at least one warlock spell slot, you can
understand the Whisper of the Echoes and have Darkvision
up to 120 feet, seeing through magical darkness as if it were
normal darkness.
Tolerated by Darkness
At 6th level, as long as you have at least one warlock spell
slot, you cannot be attacked by Aberrations, Fiends or Undead
unless they make a successful Wisdom Saving Throw against
your spell DC. This effect ends on a specific creature if you
make an attack or cast a spell that targets, or includes in the
area of effect, the creature itself.
Death to Death
At 10th level, as long as you have at least one warlock spell
slot, you can add a bonus equal to your Charisma modifier to
the first damage roll you make on each of your turns, provided
that the target is an Aberration, Fiend or Undead.
Last Shred of Soul
At 14th level, as long as you have at least one warlock spell
slot, when your Soul Points are reduced to 0, you can take a
Charisma Saving Throw (DC 20) to regain 1 Soul Point. If
the Saving Throw fails, you cannot use this feature again until
you complete a long rest.