This document provides information on a Warlock subclass called the Warlock of the Great Horned Rat. It describes the Great Horned Rat as an evil deity that represents entropy and decay. As a warlock of this patron, you gain features like a magical hand mark, the ability to transform into an aspect of the Great Horned Rat granting temporary hit points and fear effects, and additional spells. Higher level abilities enhance your connection to your patron, allowing you to deal lightning damage, gain resistances, and even merge with the spirit of the Great Horned Rat briefly. Alternative pact and invocation options are also described.
This document provides information on a Warlock subclass called the Warlock of the Great Horned Rat. It describes the Great Horned Rat as an evil deity that represents entropy and decay. As a warlock of this patron, you gain features like a magical hand mark, the ability to transform into an aspect of the Great Horned Rat granting temporary hit points and fear effects, and additional spells. Higher level abilities enhance your connection to your patron, allowing you to deal lightning damage, gain resistances, and even merge with the spirit of the Great Horned Rat briefly. Alternative pact and invocation options are also described.
This document provides information on a Warlock subclass called the Warlock of the Great Horned Rat. It describes the Great Horned Rat as an evil deity that represents entropy and decay. As a warlock of this patron, you gain features like a magical hand mark, the ability to transform into an aspect of the Great Horned Rat granting temporary hit points and fear effects, and additional spells. Higher level abilities enhance your connection to your patron, allowing you to deal lightning damage, gain resistances, and even merge with the spirit of the Great Horned Rat briefly. Alternative pact and invocation options are also described.
This document provides information on a Warlock subclass called the Warlock of the Great Horned Rat. It describes the Great Horned Rat as an evil deity that represents entropy and decay. As a warlock of this patron, you gain features like a magical hand mark, the ability to transform into an aspect of the Great Horned Rat granting temporary hit points and fear effects, and additional spells. Higher level abilities enhance your connection to your patron, allowing you to deal lightning damage, gain resistances, and even merge with the spirit of the Great Horned Rat briefly. Alternative pact and invocation options are also described.
Starting at 1st level, the mark of The Great Horned Rat manifests one of your hands. The mark acts as a spellcasting focus. Furthermore, the mark gives you proficiency in Tinker Tools and the Skaven language (Queekish). If the hand that carries the mark is severed it reappears on another point on your body.
Aspect of The Great Horned Rat
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You The Great Horned Rat gain the following benefits while transformed: The Great Horned Rat is infinitely patient, an insidious evil You gain temporary hit points equal to 1d10 + your that has gnawed on the edges of reality since the earliest warlock level. times. Undying and eternally scheming, this cunning deity Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving patiently awaits the day of the Great Ascendancy, when his throw, and if the saving throw fails, the target is frightened children will swarm across the face of the world, devouring it of you until the end of your next turn. from within. He represents all things the Skaven are, or wish You are immune to the frightened condition. to be. Entropy is his mantra; decay is his stock in trade. All You can transform a number of times equal to your things must rot, figuratively or literally, and the Horned Rat proficiency bonus, and you regain all expended uses when you finish a long rest. and his offspring are the worldly reality of this simple truth. Whether it is by being a ratkin in nature or accomplishing The appearance of your Aspect of The Great Horned Rat something noteworthy of The Great Horned Rat, he saw fit to reflects your Patron's, shrouding you in green mist, forming horn-like appendages ontop of your head. bestow you with his unholy powers...for now.
Expanded Spell List
The Great Horned Rat 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.
Spell Level Spells
1st Bane, Dissonant Whispers 2nd Pass Without Trace, Phantasmal Force 3rd Bestow Curse, Call Lightning 4th Death Ward, Storm Sphere 5th Cloudkill, Contagion Vermin Touched Alternative Warlock Pact At 6th level, your patron’s powers have a profound effect on your body and magic. You gain resistance to poison damage. Boons In addition, once during each of your turns, when you hit a Pact of the Warlord creature with an attack and roll damage against the creature, Many warlocks enter into pacts seeking to inflict pain or exert you can replace the damage type with lightning damage. dominance over others. If this is the case, often patrons will While you are using your Aspect of The Great Horned Rat, provide the warlock with a conjured whip or flail, which could you can roll one additional damage die when determining the be anything from an elegant, graceful vine-line lash to a mass lightning damage the target takes. of chains and infernal barbs to a long spied rat's tail. This pact whip allows the warlock to inflict pain at a relative Chaotic Husk distance, and is a symbol of the warlock's domination over others. At 10th level, Your connection to your Patron's chaotic energy You can use your action to create a long whip as a pact now saturates your body. You have resistance to lightning weapon in your empty hand and you are proficient with it damage. If you are transformed using your Aspect of The while you wield it. It has a react of 10 feet, the finesse Great Horned Rat, you also become immune to poison propriety, and the ability to do 1d6 plus your dexterity modifier slashing damage on a hit. This weapon counts as damage. magical for the purposes of overcoming resistance and In addition, when you are reduced to 0 hit points, you can use immunity to nonmagical damage. your reaction to drop to 1 hit point instead and cause your Your pact weapon disappears if it is more than 5 feet away body to erupt with chaotic energy. Each creature within 15 from you for 1 minute or more. It also disappears if you use feet of you takes lightning damage equal to 2d10 + your this feature again, if you dismiss the weapon (no action warlock level. You then gain 1 level of exhaustion. Once you required) or if you die. use this reaction, you can’t do so again until you finish 1d4 long rests. Avatar of The Great Horned Rat At 14th level, your Patron's spirit temporarily merges with yours. As an action, you can beckon The Great Horned Rat to possess your body, further empowering you with His might. While possessed, you gain the following benefits: You gain resistance to bludgeoning, piercing, and slashing damage. Your walking speed increases by 15 ft, and you have a climbing speed equal to your walking speed. Attacks of opportunity against you are made at disadvantage. Your hands turn into claws. They are considered simple weapons with the finesse feature that you are proficient with, and they deal 2d12 damage on a hit. They still function as hands. While you are using your Aspect of The Great Horned Rat, once during each of your turns when you deal lightning, acid or poison damage to a single creature, you regain hit points equal to half the amount of damage dealt. You can transform one magic whip into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the whip, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Alternative Eldritch Invocations Dread Lash Prerequisite: 5th Level, Pact of the Warlord You can attack with your pact whip twice, instead of once, whenever you take the Attack action on your turn. Packmaster Prerequisite: 12th Level, Pact of the Warlord You can cast Conjure Animals once using a warlock spell slot, with the choice selection expanded to humanoids. You can't do so again until you finish a long rest. Hexwhip Prerequisite: Pact of the Warlord Whip holding your pact whip, any spell with a range of touch has instead a range of 10 feet. This document was lovingly created using GM Binder.
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