![]() ![]() The highest ranking Otherworldly Patron is the Great Old One. They can also transport themselves and up to five willing allies in a whirl of tentacles through a watery portal that resurfaces the party into another pool of water up to a mile away. As the Warlock grows stronger, so do the tentacles, eventually allowing them to cast Evard's Black Tentacles without expending a spell slot once per long rest. ![]() The higher their proficiency bonus, the more tentacles they can summon to wreak havoc on enemies. ![]() One reason this ranks so high is these Warlocks summon tentacles to attack their foes in battle. The Fathomless Patron grants Warlocks the ability to Create or Destroy Water, Control Elements like wind, thunder, and lightning, and actually Control Water itself as they gain power. Shipwrecked sailors on the verge of death may call upon these Patrons in hopes of rising above their level of power to control the very sea that tried to take their life. Warlocks who reach out to those entities of the deep find themselves making pacts with creatures of the sea and the Elemental Plane of Air. At level 14, they gain the Indestructible Life feature, which allows them to regain hit points to sustain them in battle and reattach severed body parts without a Cleric. ![]() As this Warlock levels up, they no longer need to breathe, eat, sleep or hydrate to stay alive, though they do still require "rest" to diminish points of exhaustion. Their ability to cheat their own death (as well as helping others do the same) grants them the opportunity to bounce back to life when they succeed on Death Saving Throws. Warlocks of the Undying Patron gain access to Spare the Dying so they can stop death in its tracks. This Patron ranks high on the list because they bestow their wisdom on the acquisition of eternal life. Undying Patrons include beings like Vecna and Gilgeam the God of Unther. Through their quest for immortality and power, they gained vast amounts of knowledge, and they're willing to pass it on - for a price. Each paragon possesses a unique ability tied to its deity.Undying Patrons were once mortal, so they understand the all-consuming lust for power, knowledge and everlasting life. 1 Empyrean paragonsĮmpyrean paragons stand among the most powerful servants of good deities, and each deity can have at most one paragon. Unlike solars, empyreans rarely pick fights against evil. They serve as secret agents for deities who can be trusted to perform sensitive tasks, especially those that require a long view. 1Įmpyreans stand outside of the the usual angelic chain of command. The young empyrean shares many of the memories and personality traits of the original, but its power is influenced by the deity who sparked its creation. To fill the void, the remaining empyreans temporarily become receptive to the energy of good deities other than their creators, which can eventually cause one of them to split in two. Unlike other angels, empyreans are not created from mortal souls and one is only born when another empyrean is killed. They are immune to all calling spells, unless they deliberately allow themselves to be called. They directly serve the gods and each empyrean only answers to the deity that originally created it. 1 EcologyĪncient beyond measure, empyreans were created by the gods before the advent of mortalkind. They infuse their weapons with their own inner light, and they can cast divine spells as if they were clerics. 1 AbilitiesĮmpyreans have insight into the way creatures act, and it serves them well in battle. Light spills out through cracks in the empyrean's clothing (which is part of its lucent body), and its four wings are composed of wispy blue light. Made of the ancient essence of good, empyreans appear as 15-foot-tall humanoids to make themselves more easily understandable by mortals and other angels. Empyreans are a special race of ancient angels embodying the good energy of a deity or deific being. ![]()
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