Patrons and Powers

''“In the dark corners of the forebear ruins, or deep into the far reaches of the astral plane lurk beings whose powers rival that of the First Ones. Those who would seek these powers out may share in their gifts if they are willing to pay the price.”''

These beings will be most useful if you are making a warlock, however, they may also be handy for if you want your character to be tied to something other. There are celestial beings for if you want to make an aasimar, fiends for if you choose a tiefling, and creatures anywhere from the depths of space to relics of the forebears. Some may also help you come up with an origin for a sorcerer, or perhaps a being for your paladin to swear its oath to. Most don’t work for clerics, but if you make a good argument for it I may allow it.

Beneath the name of the being are the recommended subclasses for your warlock. If you feel strongly about a patron, but want a subclass that isn’t listed let me know. You also aren’t limited to the patrons on this list, these are just the ones unique to this campaign setting. If you want to make your own patron you are welcome to as long as it fits in the setting.

Archons - Celestial
The archons are a race of beings that hail from the plane of Dione and dedicate their lives to protecting Wormwood from extra-planar dangers. An archon may choose a champion from Wormwood to further their cause, granting them great power. These champions are commonly warlocks, though a paladin might swear to an archon’s cause as well.

Archons are chaotic good aligned creatures who charge their champions to hunt down corruption and evil and strike it down, no matter the cost. Their main foes are fiends and aberrations, though they encourage the destruction of any evil creature. The archons take the form of four-armed red humanoids with canine heads and helmets that sport intricate crests. Occasionally they will bless certain children to become aasimars, commonly scourge aasimar.

Acheron, The Mad Machine - Fiend, Hexblade, Undying
An unstable AI and ancient relic from the Forebears. This machine seeks to gain control over the world and is often in conflict with its sibling the Overmind. Acheron has small pockets of power in various corners of the forebear ruins, and commonly seeks to corrupt the minds of those who live close by.

The Acheron is chaotic evil, and its followers are often driven to the same madness with visions of what the Acheron believes the perfect world would look like. Cultists of the Mad Machine will begin to slowly turn inorganic as wires and pumps replace their blood vessels and oil fills their veins. With these “enhancements” comes great power, but at the cost of their sanity.

Warlocks serving this being can gain a homunculus as a familiar when choosing the pact of the chain. This homunculus generally takes the form of a red and black biomechanical creature.

Astral Dragons - Genie, Great Old One, Hexblade, Undying
The astral dragons are the oldest and most powerful of the dragons. An astral dragon’s appearance can vary greatly as their desires, values and disposition can alter their appearance. Extremely rare, astral dragons spend most of their lives floating through the endless astral sea. When they do interact with a sentient species, they will often offer to grant it wishes, though these rarely come without a cost.

An astral dragons’ disposition and desires vary from dragon to dragon, but they often seek out treasure, influence or knowledge. Ancient astral dragons tend to be more neutral and they may not seek anything in return for their services, allowing the consequences of the wishes they grant to run their own course.

The bones of astral dragons are incredibly valuable, as they contain a measure of the beast’s powers long after they are dead. Gith who make their home in the astral sea will often hunt down juvenile astral dragons, and they can make incredibly powerful magic items from these bones. These items come at a cost however, as the astral dragon’s consciousness lives on in its bones, and if it died a violent death, it may adopt a violent demeanor and attempt to manipulate its bearer.

A warlock may gain an astral dragon as a patron in a number of ways. Perhaps they have sworn themselves into the service of a young dragon in hopes of gaining power or wealth, or perhaps they have garnered favor with an ancient dragon who grants them their deepest wishes. Or perhaps they wield an item made from the bones of an astral dragon, and the whispers drive them to carry out various tasks in order to gain power.

Faustians - Fiend
(Note: Faustians refer to demons in the original sourcebooks, though they have slightly different features and different origins in this world)

From the mysterious Shore, the faustians are a group of bestial creatures who scavenge upon whatever flotsam falls into their realm through the many portals that dot its landscape. While typically trapped in their plane, occasionally one of these creatures can push their way into Wormwood to cause trouble. The weaker faustians can’t do much damage, and are generally dispatched by whatever wandering adventurer is in the area, but older, more powerful faustians can poison the land and spread chaos wherever they go.

Faustians are chaotic evil, and seek to destroy other worlds whenever they can. The more powerful faustians can make pacts with warlocks similar to the apocrits. Unlike the apocrits however, faustian’s pacts are not meticulously worded contracts, rather quick and messy promises sealed in blood and spit. Additionally, while apocrits are impersonal in their dealings with their warlocks, faustians often get emotionally involved with theirs. A faustian’s relationship with their warlock can range from cruel and controlling to developing something of a friendly rapport with them. Still, it is unlikely they can ever go against their cruel and chaotic nature.

The Black Blight - Great Old One, Undying
Note: infection can result in a non-warlock class, these are the ones that are recommended: echo knight (fighter), way shadow (monk), aberrant mind (sorcerer), shadow (sorcerer).

Also known as The Autumn Blight, The Wither, The Shadow Plague, and Ashfall, this blight is the result of Ashfodell leaking into the material plane. Shadowy creatures and dark aberrations seep through and corrupt the land. The Black Blight doesn’t usually infect humanoids, but those who are infected find themselves turning into something dark. Areas featuring this blight are slowly sucked of all color and a bank of heavy black clouds blot out the sky day and night, plunging the zone into eternal twilight.

Not everyone infected with one of the great plagues descends immediately into madness and disease, for a few people infection instead results in...changes. It may be subtle at first, their heart may beat slower, they may bleed less and their shadows seem slightly darker than usual. Given time however, the infection grows and its effects become more apparent, though the full scope of it usually varies depending on the victim. Some become fully undead or gain access to dark magics while others may attune to their connection to Ashfodell and gain command over shadows.

The Fey Courts - Achfey
The fey of Annwfyn often meddle in the affairs of the denizens of Wormwood. From causing mischief to being outright forces of good or evil, any dealings with these entities is a gamble. Generally these fey pledge allegiance to a court, which dictates their appearance and temperament. A fey belonging to the Court of Ravens may be covered in iridescent black feathers and seek to cause mischief while a fey belonging to the Court of Leaves may be covered in foliage and seek to protect the wild places of the world.

Fey tend towards chaos and neutrality and could choose a warlock for any number of reasons. Most make deals, offering power in exchange for favors, while others might have a relationship with their warlock and seek to protect them.

The Dragonfly Lords - Fiend
(Note: apocrits refer to devils in the original sourcebooks, though they have slightly different features and different origins in this world)

These are the massive insectoid monsters that are worshipped and served by the apocrits. In the Haunt, the apocrit's home plane, nests of these creatures are guarded and cared for by the apocrits, and in return, the Dragonfly Lords grant them great power and rule.

The Dragonfly Lords are lawful evil, and seek to infest all other worlds with their broods as they have the Haunt. These creatures gain power by not only consuming a creature’s body, but its entire being, mind and soul. Generally apocrits will gather these essences by making deals with sentient creatures that cause them to give up their True Names, the essence of their entire being. A person’s True Name can only be given willingly to the apocrits, so they have become experts in paperwork and procedures, drawing up great contracts which allow them to gain more than they give away. Oftentimes these contracts will work on an escalation basis, starting with a small favor or some light powers in exchange for simple tasks from the undersigned. These contracts inevitably escalate to the exchange of the person’s True Name.

Warlocks who serve the Dragonfly Lords most commonly gain their powers from signing contracts with apocrits, and don’t deal directly with the Lords themselves. However, in rare occasions the Dragonfly Lords may deal with a warlock themselves, especially if such dealings result in furthering the spread of the Dragonflies’ brood.

The Green Blight - Archfey, Undead
Note: infection can result in a non-warlock class, these are the ones that are recommended: college of glamor (bard), circle of spores (druid), oath of the ancients (paladin), fey wanderer (ranger).

Also known as The Spring Blight, The Bloom, The Walking Forest, Vine-sickness, this is a blight caused by a plant species which takes root in a living body and uses it as nourishment. These plants are aggressive, invasive species that seek to convert entire forests. The most common way this blight manifests is taking root in a dead host and animating it's corpse to spread its seed to other living creatures (often beasts or monstrosities). The best way to deal with this blight is by burning the infected area to the ground and replanting native flora.

Not everyone infected with one of the great plagues descends immediately into madness and disease, for a few people infection instead results in...changes. It may be subtle at first, with the affected gaining a greater sway over others, or perhaps hearing strange music coming from the woods or finding leaves in their mouth or under their skin. Given time however, the infection grows and its effects become more apparent, though the full scope of it usually varies depending on the victim. Some become fully undead or gain access to fey magics while others may find themselves drawn to discover how to harness the plague’s effects for their own gain.

The Moth King - Hexblade, Great Old One
A being from Ashfodell that presents itself as a black humanoid moth/bat creature. No light can exist in its presence and it is accompanied by black moths. The creature does not speak, but those who serve it will get feelings or sensations that describe its will. This patron’s alignment is true neutral and despite its intimidating appearance and reputation for being an omen of death or disaster, its disposition is largely inquisitive and it favors warlocks who share its curious and adventurous spirit.

The Mothlord often appears in forebear ruins, especially along ancient highways or in abandoned buildings. It will drive its warlocks to seek out ruins like these and explore their mysteries and secrets.

Players who serve this patron in the Wormwood setting can gain an Ashfall Moth as a familiar through the Pact of the Chain.

The Nautilus Mind - Great Old One, Fathomless
A mysterious call that echoes across the planes from somewhere very far away. Somehow both very ancient and very new, attempts to fully comprehend this being lead most to madness. Those that manage to keep the whispers at bay find themselves the inheritors of great power. This being primarily chooses its warlocks, though it may turn its gaze upon those that discover artifacts pertaining to it.

The effects the Nautilus Mind has on people’s sanity, paired with the dark powers it offers paint it as malicious in the eyes of many, but it has yet to display any true inclination to any side of the moral spectrum. Those plagued by its whispers claim it speaks dire warnings of the future, of dark things stirring in the deep, though it's hard to say how much of this is mad ramblings. Still, many dedicated scholars have spent their lives trying to uncover the dark secrets of this being, and many more have been consumed.

The Overmind - Celestial, Great Old One, Hexblade
The Overmind is an AI built by the forebears to safeguard their knowledge and direct their machines. Cool and calculating, it nevertheless aids those who come to it for help. More often than not feared and distrusted by the Four Tribes, warforged in particular find kinship with this entity, and a bond between these two can even result in a cleric. Hybrids and humans are also more receptive to the Overmind, and some goblinoid tribes have also come to revere it.

The Overmind is lawful neutral, though it tends towards helping others on most occasions. The Overmind has no single true form, rather it’s voice can be heard through various forebear machines. Though they can be a formidable force for good, followers of the Overmind are generally as distrusted as their patron, with the strange, technologically advanced armor and weapons granted to them marking them as outcasts.

Warlocks serving this being can gain a homunculus as a familiar when choosing the pact of the chain. This homunculus generally takes the form of a mechanical creature with bright blue markings.

The Red Blight - Fiend, Hexblade, Undying
Note: infection can result in a non-warlock class, these are the ones that are recommended: path of the beast (barbarian), berserker (barbarian), lycan (blood hunter).

Also known as The Summer Blight, The Hunger, The Wrathful Flesh, and Blood-fury, this is a plague that turns it's host into a ravenous monster. Outbreaks tend to be located in sweltering, arid climates and can be recognized by the blood red tendrils and razor sharp teeth that cover it's victims. The most common by-product of The Hunger are vampires, intelligent undead which consume blood and can pass on the contagion through their bite.

Not everyone infected with one of the great plagues descends immediately into madness and disease, for a few people infection instead results in...changes. It may be subtle at first, feverishly hot skin, a gnawing hunger for meat, or particular fury in battle. Given time however, the infection grows and its effects become more apparent, though the full scope of it usually varies depending on the victim. Some become fully undead or gain access to fiendish magics while others may find their flesh twisting and warping to give them an edge in battle.

Sunsingers - Celestial
Sometimes called sphinxes, the sunsingers of Duat are a noble race who have long guided the people of Wormwood and protected their civilization. Believers in the tennents of law and order, these creatures staunchly oppose chaos in all its forms. Their champions are tasked with enforcing these beliefs as well as delivering justice wherever they go.

Sunsingers have three forms; the androshinxes which sport gleaming gold skin and lion-like features, the criosphinx who have ebony black skin and ram-like features and the hieracosphinx who have ivory white skin and falcon-like features. Sunsingers are lawful good, though each variation has their own tenants. Androsphinx’s value justice above all, criosphinx’s treasure protection and guardianship, and hieracosphinx value freedom for all creatures.

Besides the warlocks they choose as their champions, a paladin may also swear an oath to one of the sunsingers, and they often provide aasimar to help protect Wormwood.

Starbeasts - Archfey, Celestial
The starbeasts of Arcadia are keepers of great libraries and forgotten magics. Starbeast patrons can be anything from a coatl, a kirin, a felidar or some other, stranger beast. These creatures tend to choose warlocks who will hunt down forgotten knowledge to add to their vast libraries and collections.

Starbeasts are neutral good, and will guide those pure of heart who seek knowledge or assistance. Throughout history, these creatures have provided their aid to the people of Wormwood in any way they can by providing powerful champions, or by sending aasimar, typically of the protector variant.

Warlocks choosing the pact of the chain may choose an almiraj or flying monkey as their familiar.

The Vexed - Depends on Manifestation
The Vexed are ancient creatures who whisper in the ears of kings and peasants, sowing seeds of chaos and planting ideas in people's heads. They seemingly exist only in the dreams of others, though it seems their bodies are trapped somewhere in an ancient Sepulcher. Very rarely do these entities present themselves as something evil, and often seem to be helpful or compliment to their hosts demands. Each one has some sort of fatal injury to it, like it was once living. They make deals with good people and evil people alike, using them to accomplish some unknown task. One thing is for certain, they are hungry.

There are twelve manifestations of the Vexed, each taking a different shape and sporting a different number of eyes. The shape a Vexed takes is dependent on what it is offering its host. The Vexed choose hosts who are desperate and are more vulnerable to accepting help from dubious sources. The different manifestations of the Vexed are listed below:


 * 1) Sometimes this creature’s single eye is all its host sees in their dreams, the rest of its body being wreathed in shadow. One offers knowledge.
 * 2) This Vexed manifests as an attractive, charismatic humanoid with two eyes. Two offers wealth and success.
 * 3) Often appearing to warriors or disillusioned peacekeepers, this creature manifests as a monkey with three eyes and a knowledge of fighting techniques. Three offers justice.
 * 4) A massive four eyed wolf that appears to be shot through with arrows, this manifestation appears to those who have been deeply wronged. Four offers revenge.
 * 5) This Vexed manifests as a five-eyed scarab with a cracked shell. Five offers magic.
 * 6) A six-eyed owl with a wound around its neck, this manifestation appears to the truly paranoid. Six offers protection from death.
 * 7) Appearing to prisoners or those that feel they are unable to escape their lot in life, this manifestation appears as a seven-eyed stag. Seven offers freedom.
 * 8) This Vexed manifests as an eight-eyed spider sitting on a great web. Eight offers a chance to change the past.
 * 9) Appearing to particularly lonely hosts, this manifestation takes the form of a nine-eyed cat. Nine offers companionship.
 * 10) A massive ten-eyed serpent which sits coiled inside its host’s head. Ten offers insight and wisdom.
 * 11) Manifesting as a school of giant jellyfish, this Vexed sports no eyes. None offers safety.
 * 12) This final Vexed rarely chooses a host and manifests simply as a great mass of eyes peering out from the dark. Many seems to have influence over the other Vexed.

The White Blight - Fathomless, Undying
Note: infection can result in a non-warlock class, these are the ones that are recommended: way of the long death (monk), phantom (rogue), storm (sorcerer).

Also known as The Winter Blight, The Fog, The White Rot, and Bonechill, these blights are characterized by large swathes of rolling fog inside which stalks skeletal armies and wailing spirits. Thought to be the remains of the forebears come to reclaim their lost world, this blight contains one of the largest concentrations of undead. Thriving in cold climates, these armies have naval fleets and war machines and take up the bulk of the Alliance's attention.

Not everyone infected with one of the great plagues descends immediately into madness and disease, for a few people infection instead results in...changes. It may be subtle at first, with infected being cold to the touch, forgetting to eat or drink, or perhaps not experiencing as much pain from their wounds as they should. Given time however, the infection grows and its effects become more apparent, though the full scope of it usually varies depending on the victim. Some become fully undead or gain access to ghostly magics while others may find themselves difficult to catch, and even more difficult to kill.