Magpie

While most spirits shy away from the noise of cities and towns, the Magpie revels in their splendor – so many things for the taking! The Magpie is a spirit whose goal is to collect the truly shiniest of things to add to its collection. It almost solely judges its collection on each item’s luster – the Magpie could collect something precious, like a sparkling gemstone, or trash, such as a loose scrap of metal which catches the light, and value both equally.

Opportunistic warlocks may make pacts with the Magpie aiming to collect things which would otherwise go unappreciated by their patron, or simply find satisfaction in delivering interesting baubles to the generally benevolent spirit. Whatever the case, the Magpie seems to have little interest in the motivations of its warlocks, so long as they remember to whom the shiniest prizes belong.

Expanded Spell List

The Magpie 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.

Something Lost, Something Found

Starting at 1st level, your patron bestows upon you the uncanny ability to find trinkets. These baubles may be a blessing from your patron, a token of the Magpie’s appreciation of your efforts, or something you saw in your adventures which you thought your patron would value. Whenever you complete a long rest, you find a random nonmagical trinket on your person. If you would take damage which would reduce your hit points to 0, this trinket crumbles to dust and you instead have 1 hit point. The trinket loses this potency if it has not been used by the start of your next long rest.

Trinkets’ Tale

Starting at 6th level, your patron grants you insight into the lives of those whose treasures you have acquired. When you succeed on a Dexterity (Sleight of Hand) check to pick someone’s pocket and take an object from them, you have advantage on all Wisdom (Insight) checks to discern their motives.

Magpie Nest

Starting at 10th level, emulating your patron’s desires and surrounding yourself with shiny treasures becomes a natural part of your own behavior. When you take a long test in a bed decorated with at least 50 GP worth of shiny material (such as coins, gems, or glass), it takes half of the time to gain the benefits of a long rest. At the end of a long rest, you also gain temporary hit points equal to one of your hit dice plus your Constitution modifier.

Magpie Charm

Starting at 16th level, you can imbue a coin or other shiny trinket with a subtle magical beacon. As a bonus action, you may attempt to slip one of these imbued coins onto a creature within your reach. You must make a Dexterity (Sleight of Hand) check opposed by the target creature’s passive perception. While a creature has the imbued trinket, you gain advantage to all of your attack rolls against them. Once per turn, when you hit a creature unknowingly carrying an imbued trinket with a melee weapon attack, you also deal an additional 4d6 psychic damage.

A creature may attempt a Wisdom (Perception) check at the end of its turn to attempt to discover the imbued trinket and discard it as a free action.

Eldritch Invocations

Whenever you would gain an Eldritch Invocation, you may also choose from the following Eldritch Invocations.

Dawn Wings

Prerequisite(s): 3rd level

When you are in an area of bright light, you gain a fly speed equal to your walking speed.

Iridescent Spark

When you use a warlock spell slot to cast a spell, the next ranged attack against you has disadvantage.

Midnight Dart

Prerequisite(s): 3rd level

When you are in an area of dim light or darkness, your speed increases by 15 feet.

Radiate Courage

When you are in an area of bright light, you can cast heroism once using a warlock spell slot. You can’t do so again until you complete a long rest.

Umbral Grace

When you are in an area of dim light or darkness, you may cast feather fall once using a warlock spell slot. You can’t do so again until you complete a long rest.

The Source of Trinkets

The trinkets which “appear” around warlocks with the Magpie as a patron are usually small knick-knacks without much significance, but they seldom appear out of nowhere. A pretty (but cheap) necklace from a bazaar stall might appear in a warlock‘s backpack, or a smooth pebble from a geologist’s collection might appear on a Warlock’s pillow after a night’s rest.

A trinket which appears as a result of Something Lost, Something Found is never worth more than 1 gold piece, but sometimes it may have sentimental value to someone who lost it. Game Masters should consider where a trinket came from when describing it to a player – sometimes losing something small can lead to much bigger consequences.

Warlock Patron The Magpie