5e Warlock Pact: The Empyreal Lord

cc Miguel Rigodon HarknessWarlock Patron: Empyreal Lord

Your patron is an Empyreal Lord, a powerful celestial godling who works in the service of the powers of good. Empyreal Lords are single-minded and brutal in their determination to wipe out evil, and while they have different motivations, such creatures are incorruptible forces for good. When they grant power, they expect nothing less that total devotion to the cause of good, being good, however, doesn’t mean that these beings are nice, or that their understanding of good is comprehensible to mortals. They are as foreign and demanding as any other patron, and while their influence might be more benign, their indifference to the concerns of individual mortals is not.

Expanded Spell List

The Empyreal Lord 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.

Empyreal Lord Expanded Spells

Spell Level Spells
1st: detect evil and good, guiding bolt
2nd: augury, searing smite
3rd: beacon of hope, spirit guardians
4th: divination, guardian of faith
5th: blinding smite, commune

Shield of Righteousness

Starting at 1st level, your patron protects you from the spells and abilities of evil creatures. When an evil creature uses a spell or effect that you can make a saving throw against, you can use your reaction to gain advantage on that saving throw. If the creature is not evil, you gain no benefit from using this feature.

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

Angelic Smite

At 6th level, your patron grants you the ability to strike down your foes with a mighty blow. When you hit with an attack, you can add an extra 1d10 radiant damage to the damage.

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

Otherworldly Courage

Starting at 10th level, you will never again know fear, because your connection to your celestial patrol burns brightly within you. You are immune to being frightened, and when another creature attempts to cause you to become frightened, you can use your reaction to instill that fear in them, instead. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute.

Repentance Strike

Beginning at 14th level, you can manifest a part of your patron. When you use this feature, you might gain a halo, glowing eyes, or a weapon wreathed in fire. As an action, choose a creature within 60 feet of you. That creature is transported to heaven until the end of your next turn.

While the creature is in heaven, it sees all of its past actions in an instant. If the creature willingly shifts some aspect of its alignment to good, or is already good-aligned, it is heals 6d10 damage and when it returns it can roll a d4 and add that number to one attack or saving throw that it makes within the next minute. Even creatures that can’t normally be good-aligned can choose to change their alignment to good in this way. A creature that chooses to shift its alignment is considered charmed by you for one minute or until it takes damage. If the creature does not shift some aspect of its alignment to good, it instead takes 6d10 radiant damage and must make a Wisdom saving throw against your spell save DC or be frightened by you for 1 minute.

You must finish a long rest before you can use this feature again.

Hacking the Empyreal Lord Patron

There is a problem with a patron like the Empyreal Lord: the warlock class is meant to be tortured, to have to make sacrifices for power. According to the philosophy of the class, if you want to wield great power, you have to strike a bargain with an evil entity, and the rest of your life will be a battle for control of your soul. Empyreal Lords (and other good-aligned patrons) remove that struggle. The Empyreal Lord should be demanding, though, and while not as evil as a Great Old One, should be incomprehensible, it should feel like a pull.

The 5e paladin doesn’t have the same kind of moral inflexibility as paladins from earlier editions, and I imagine the Empyreal Lord warlock as the next best thing. Instead of being an excuse to play a jerk, though, and refusing to let the rogue be a rogue, the pull should be internal. The warlock might want to let the rogue steal or assassinate, but feels the patron pulling them in a less morally gray direction. I think of it as the opposite of an Archfiend warlock. I can imagine this patron being a lot of fun for someone with the criminal background, or the soldier.

That’s the Empyreal Lord patron. What do you think? Too far from the intent of the warlock class? Too powerful? Not powerful enough?

This week, I’ve learned that three posts a week is too much, so I’m going back to two, on a Monday/ Friday schedule.

Next time: I’ve been laying the groundwork for this for a while: 1990s-era Avengers builds! 


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