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#d&d warlock
artandstarstuff · 2 months ago
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Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.
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murmel-malt · 3 months ago
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Warlock of the Great Old One
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dndaddyissues · a year ago
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[Image ID: Almost a dozen basketballs labelled “warlock spell list” crowd a single hoop without falling through the net. The net is labeled “warlock spell slots.” End ID.]
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thealyssa4life · 3 months ago
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Idea for how to destroy the fourth wall in a D&D Campaign:
The Warlock's Patron is you, the player.
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magebomb · 3 months ago
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Long time since the last, I love my boy Rook :3
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dndportraits · a month ago
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Meet Valross, Ash’s (my changeling) tiefling form. On their shoulder is Felix, their pesky shape-changing familiar (imp)
Ash is my D&D character for a new campaign I’m gonna be in and they are a Genie Warlock
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outlandidol · a year ago
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Finally finished her! This is Tamahri La Volvaga, my new Celestial Lock/Clockwork Sorcerer. Tamahri (who presents as female) is connected through her dreams to Bel'Lok, the cosmic dragon demi-god of fate and reality.
(Will fill this out more later)
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flamet-draws · 2 months ago
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New D&D character!!! This is gonna be the first proper campaign I’m playing in so I’m super super excited!
Here’s my aarakocra boi,, his name is Krurrec Widebill and he’s a warlock ✨✨
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the-local-siren · 7 months ago
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DND Warlock Patron: The Hag
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A hag knows her share of secret knowledge and if one is so lucky one of these hags might be tempted to share what she knows with them. Although a rare warlock patron most often warlocks of these types are the daughters of hags. Spending time with a sliver of their mother’s power before the time comes for them to transform into another of their mother’s kind. Those who aren’t the daughters of hags should be wary, this kind of patron is not afraid to demand cruel or obscene acts from their warlock.
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Dark Bargain: At 1st level you invoke a small portion of a hag’s power by making a bargain with another creature. You issue the creature a demand which can be no longer than one sentence. The creature gains advantage on all rolls that aid them in completing the demand while gaining disadvantage on all rolls that directly oppose this demand. A creature can choose to freely accept this bargain. If the creature is unwilling it must make a Charisma saving throw against your warlock spell save DC, on a success it can ignore the demand. 
You regain use of this feature after a short or long rest.
Hag’s Cauldron: Starting at 6th level you learn how to brew certain spells into a more malleable form with the aid of a cauldron. After a long rest you can brew up to three potions. You can imbue these potions with any 1st or 2nd level spell. Either you or an ally can use these potions as a bonus action which causes the imbued spell to be cast. Spells cast in this manner are casted at their base level. Any spell casted in this way uses your spell attack bonus and your warlock spell save DC. 
Fearsome Retribution: At 10th level your hag teacher shows you how to fear nothing and turn that fear onto others. You become immune to the frightened condition. If a creature attempts to inflict the frightened condition onto you, you may use your reaction to strike fear back into their heart. The creature must make a Wisdom saving throw against your Warlock spell save DC or else become frightened for one minute. The creature also takes psychic damage equal to your charisma modifier (to a minimum of 1 damage).
The Witch’s Hut: Starting at 14th level your patron teaches you to turn even your home into a weapon. As an action you summon a hut of your design around you and gain temporary hit points equal to half of your maximum. While inside the hut your size becomes Huge. Additionally on subsequent turns you may use your bonus action to cause the hut to hurl a fireball onto the ground below.
The fireball has a range of 60ft and all creatures within 15ft of the fireball must make a dexterity saving throw or else take 4d6 fire damage or half as much on a success. The hut lasts for one minute or until all of the temporary hit points are depleted. You regain use of this feature after a long rest.
Eldritch Invocations:
Subtle Curses- Prerequisite: Eldritch Blast, The Hag Patron When a creature is hit by the effects of Eldritch Blast you can inflict a Wisdom saving throw which causes the creature to suffer your choice of Blind, Silenced or Deafened condition on a failure.
Advanced Cauldron- Prerequisite: 10th Level, The Hag Patron You can also choose to imbue 3rd levels spells into your potions.
Fortified Walls- Prerequisite: 17th Level, The Hag Patron The Witch’s Hut now grants temporary hitpoints equal to your maximum.
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darkstarcore · a month ago
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Hello gamers, sorry for being in the shadow realm for one thousand years!
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Anyway did you guys know I play D&D now
This is my first-ever (and thankfully still alive) D&D character from the campaign I’ve been participating in for the past 3 months!
Her name is Stargazer, and she’s a warlock serving under Dendar the Night Serpent. She’s a wandering astronomer that goes around the world recording the night sky every evening, and she’s been doing this for over ten years. She really enjoys observing the stars and cosmos, and her giant eldritch horror nightmare serpent patron gives her funky magic and occasional guidance in exchange for following this routine. Truly the best life, methinks.
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bards-anonymous · a year ago
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The Great Old One Warlock's Patron showing up to ask for something at the worst time humanly possible:
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frecklef0x · a year ago
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@goblin-deity should not be permitted to make such sexy OCs, it’s too much power at this point
commissions
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icybluotaku · 25 days ago
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The last artwork that I've drawn for a while. Don't know when I'll draw again.
Got around to drawing another full body piece of Doz.
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Here's the line art:
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dndaddyissues · a year ago
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what PCs think “pass without trace” does
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[Image ID: A gif of Frodo putting on the One Ring. He disappears. End ID.]
what “pass without trace” actually does
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[Image ID: A picture of a person with googly eyes in full camo complete with leaves against shrubbery. End ID.]
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agenderelf · 5 days ago
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I feel like it should be known that I was rolling truely horribly for my new character stats, like statistically improbably bad, so I said “ok, fuck it I’m gunna roll like Ally” in a vague hope to get lucky. Upon rolling like I’m ripping a baybelayde and near-missing the DM with a rouge d6, I rolled fantastically and am now playing a 20 charisma warlock.
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theartarmature · 6 months ago
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Raised by a Hag, willingly becomes a Hexblood in order to become a Hag one day. Warlock pacts are a two way street sometimes.
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dndportraits · a month ago
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Ash, my changeling, with their asshole imp familiar, Felix (who’s also a shapechanger).
Ash is a Genie Warlock for a new D&D campaign I’ll be playing in
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outlandidol · 8 months ago
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Forgot to post this sketch I did the other day. The player in our party who plays our warlock, Daegor, has been away for a while. In the meantime, he's has been possessed by his patron, the god of nightmares and things aren't so chill. We need to rescue him!
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dreamoftheblueveil · 26 days ago
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HAPPY NEW YEAR I DID A SILLY CURSE OF STRAHD PMV
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the-local-siren · a year ago
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DnD Warlock Cantrip: Eldritch Chains
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Artwork by- stickerb
Enchantment Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute  
Special Requisite: Eldritch Chains can only be taken by a 1st Level Warlocks and it’s effects change due to which Patron has granted them their magic. Eldritch Chains is always known and does not count against the maximum number of cantrips known.
You fling forth eldritch chains from the core of your being and attempt to bind another creature with these chains. An unwilling creature must make a Dexterity saving throw, on a failure the creature is bound to the effects determined by your patron. These effects last for one minute or until either you or the targeted creature are reduced to 0 hitpoints.
By taking the Eldritch Spear invocation the range increases to 120 feet. 
The Archfey Patron: The eldritch chains mystify and manipulate whoever is attached to them. After the chains have pierced the creature’s very being they immediately become invisible. While chained to you, the creature becomes charmed. 
At 5th level the creature is instead considered to be under a Suggestion spell. At 11th level this the creature is instead considered to be under a Dominate spell. At 17th level you may force the creature to make a Wisdom saving throw, on a fail the chains instead last for 1 hour. However on a success the chains break ending all effects.
The Celestial Patron: The chains you inflict onto others are not one to be feared but instead help bolster you and your allies. By firing an eldritch chain onto an ally healing is shared between you. If you or the affected allied creature regains hitpoints the other regains half as many hitpoints (rounded down).
 At 5th level this applies to temporary hitpoints. At 11th level you and your ally are considered to be under the effects of the Bless spell. At 17th level you are able to target two additional allied creatures but when you regain hitpoints you can only choose one allied creature under the effects of these chains to regain half of those hitpoints.
The Fiend Patron: These chains in particular burn the very soul of whoever is afflicted with them. Upon failing their Dexterity saving throw, the targeted creature takes 1d6 Fire damage. This fire damage bypasses resistances and immunities. Additionally while concentrating on this spell you can use your action to apply the 1d6 fire damage again. When the targeted creature is reduced to 0 hitpoints you activate Dark One’s Blessing regardless of who reduced the creature to 0 hitpoints.
At 5th level the damage is increased to 2d6 on initial and subsequent turns. At 11th level the damage is increased to 3d6. At 17th level the damage is increased to 4d6 and the targeted creature is considered to have fire vulnerability.
The Great Old One Patron: These chains pierce the very mind of their victims causing them to be forced to observe the unfathomable before them. While inflicted with these chains the creature gains disadvantage on all Wisdom saving throws. Additionally if the creature attempts to make a hostile action you can use your reaction to deal 1d6 Psychic damage. The creature must then make a flat DC check of 5, on a fail the creature loses that action.
At 5th level the damage increases to 2d6. At 11th level the damage increases to 3d6. At 17th level the damage increases to 4d6.
The Undying Patron: Chains that smell like rot and the deep earth of graves starts to consume the afflicted creature. Once the creature fails it’s Dexterity saving throw it takes 1d4 Necrotic damage and you regain 1d4 hitpoints. On subsequent turns while concentrating on this spell you can use your bonus action to inflict the damage again. Each subsequent time you damage the creature you also regain the hitpoints.
At 5th level the damage and healing increases to 2d4. At 11th level the damage and healing increases to 3d4. At 17th level the damage and healing increases to 4d4.
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