Dire Goldfish Warlock Patron

5th Edition (And Beyond)

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THE DIRE GOLDFISH (Warlock Patron)
Once upon a time you had a dream, and in this dream you realized the Gawds were indeed crazy. More importantly, they were prone to drunken ragers, wherein they did many foolish things. And you dreamed that a Gawd took pity upon a poor goldfish in it's bowl, seemingly condemned to a short life of misery. So the Gawd set the goldfish free, and granted it immortality. The other Gawds didn't get the joke, until they realized he'd set it free into the Elemental Plane of Water. Goldfish continue to grow with age, but limit their growth in accord with their environs. Now, millennia later, the Goldfish is miles in circumference, and more of a roving geographical feature than a creature.

You see it in your dreams at night. It's vast, gleaming, squamous bulk. It's mindlessly cheerful, unblinking eyes. And you wonder to yourself "Am I dreaming the Goldfish, or is it dreaming me?" On the plus side ever since you began having nightmares about a Goldfish large enough to blot out the Sun, you've gained ever increasing magical powers. Screw sleep, you can blast stuff now! Well, at least as long as you don't make the Goldfish sad. Then the nightmares turn up to 11.

Plus, there are the conspiracy theorists and religious weirdos who constantly try to involve you in their nonsense. "The Goldfish will usher in a new era of terror after it devours the Gawds." The Goldfish could be an inexhaustible food source." "The Goldfish is responsible for my grandmothers gout." You generally eldritch blast the lot f them.

At 1st Level 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.

Spell Level Spells
1st: Earth Tremor, Thunderwave
2nd: Calm Emotions, Enlarge/Reduce
3rd: Wall of Water, Water Breathing
4th: Control Water, Freedom of Movement
5th: Antilife Shell, Maelstrom

At 1st Level, as an Action, choose a number of creatures within 30 feet of you equal to your Proficiency Bonus. These creatures must make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all frightened of you until the end of your next turn.

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

At 1st Level, you gain a minimum Swim speed of 40 feet, and can breathe both air and water. If you already have a Swim speed of 40 feet or more, it increases by +10 feet.

At 6th Level you can speak Primordial. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. You have Advantage on Charisma (Persuasion) Checks made against water elementals.

At 6th Level you now frighten creatures for 1 Minute, and on each of their turns they must move a minimum of 20 feet away from you. Each target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At 10th Level, you gain immunity to the Frightened, Grappled, Prone and Restrained conditions.

At 14th Level, you can become Gargantuan in Size for 1 Minute as a Bonus Action. You may do this once per long rest. During this time you have both Proficiency and Advantage on Strength and Constitution Saving Throws. Your attacks do an extra 3d8 damage, and your unarmed strikes and weapon attacks have a range of 10 feet (15 if the weapon has the Reach property). Your attacks use your spellcasting ability modifier for attack and damage rolls. Your movement speeds all increase by +10 feet. You gain temporary hit points equal to twice your Warlock Level, and a bonus to your Armor Class equal to your Proficiency Bonus.

Credit to Bhu on rpg.net

RPG Superstar 2009 Top 32

What RPG is this written for?

1 person marked this as a favorite.

This is for 5e. It is thus in the wrong forum.

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