Patron: The Null

The use of Magic is one of the great mysteries of the multiverse. Many scholars and arcane practitioners of Ghelspad have postulated and thought they understood it, but they were wrong. Using Magic creates an imbalance of energy in the multiverse, especially in the wake of the Divine War. Entropy only increases and with the average wizard casting prestidigitation instead of taking a shower or cooking with spices.

Entropy would have reached a critical mass if it were not for The Null, The Negative Energy Zone, the endless hunger of energy and heat. You serve the balance of the world. Every time a sorcerer casts fireball, a warlock of the Null exists to channel a bit more of the world’s energy into the Negative Energy Plane.

Expanded Spell List

The Mother of Dragons 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 Absorb Elements, Detect Magic
2nd Banish Shadow*, Silence
3rd Counterspell, Dispel Magic
4th Banishment, Black Hole**
5th Aura of Death*, Enervation

Spells marked with * are found in the Scarred Lands Player’s Guide, spells marked with ** can be found in this book, and spells marked with *** Can be found in the Complete Guide to Ghelspad.

Sense Arcane Energy

Starting at 1st level, you gain advantage on Intelligence (Arcana) & Wisdom (Perception) checks to discern & identify magic items, traps, and occurrences. You also gain the ability to damper magical effects. Perform an Intelligence (Arcana) where the DC equals 10 + the spell’s level. On a success the magical effect ends while the player is within 5 ft. of the source.

Dull the Elements

Starting at 6th level, you can call upon the Null to dampen the most powerful damaging spells. As a reaction to taking damage from any spell that causes damage, you may automatically half the damage. If there was a save to half the damage, this ability will quarter the damage on a successful save. You can use this ability a number of times equal to your Int modifier between long rests.

Stem the Tide

At 10th level, The Null grants you the ability to combat the heat death of the multiverse directly. As opposed to using spell slots to cast your magic, you can instead use your own essence. For a cost of 4 HP x the spell’s level you can cast spells. This ability works even when the player is out of spell slots. This changes to 3HP times the spell’s level, upon reaching 14th level.

Checks and Balances

Starting at 14th level, you are the force that balances the scales. The Null has gifted you with the ability to shutdown spell casting efficiently and totally. You also have advantage against all magical effects.

As a reaction, you can cast Counterspell without expending spell slots. You remain limited to one Reaction per turn.

As a Bonus Action you generate an aura of 5 ft. from you. Any character in the aura has disadvantage on spell attacks

Section 15: Copyright Notice

Troubadours & Tenders of the Grove, Pugilists & Pact Makers A Scarred Lands Character Options Supplement By Vorpal Tales Authors: Patrick Warren, Shawn McNamara, Tyler Middleton, Zachery Naldrett

This is not the complete section 15 entry - see the full license for this page