Otherworldy Patron
Whether motivated by desperation or cunning, warlocks that have signed their name in the book of the Horned King have chosen to live deliciously in a pact sealed in blood and a corrupted soul. Bestowed the power of witchcraft by the beast that stalks the deepest woods and darkest hearts, they perfect ancient rituals and weave maledictions toward aims only they know. With each victim of their malign spells filled with rot, hate, and agony, they become more like their patron until they effortlessly wield his kingly might.
Warlocks of the Horned King prefer particular implements in working their magic. The witchcraft implements table offers options for your favored reagents.
| 1d6 | Implements |
|---|---|
| 1 | Candles made from tallow mixed with blood. |
| 2 | Dried bundles of herbs or mushrooms. |
| 3 | Skulls or long bones carved with glyphs. |
| 4 | Crushed berries or roots mixed into a paste. |
| 5 | Iron cauldron marked with symbols. |
| 6 | Curved blade for offering animal sacrifices. |
The following spells are added to the warlock spell list for you:
| Spell level | Spells |
|---|---|
| 1st | @animal friendship, bane |
| 2nd | spike growth, @suggestion |
| 3rd | bestow curse, @fly |
| 4th | phantasmal killer, polymorph |
| 5th | @dominate person, scrying |
Whenever you finish a long rest, you may imbue magic into a nonmagical, Tiny object you're holding. Choose a warlock spell you know that has a casting time of 1 action. A creature holding the marked object may take an action to cast the spell, using your CHA modifier, spell attack bonus, or spell save DC. The mark fades when the spell is cast, or when you finish a long rest.
You may call upon the Horned King's malice to manipulate luck and fate. As an action, you may magically curse a creature you can see within 60ft. of you, until the end of its next turn. Alternatively, as a reaction when a creature within 60ft. of you targets you with an attack or a spell, you may curse the creature. You may curse a creature an amount of times equal to your CHA (minimum of 1) per long rest. Choose one of the following curses every time:
Agony. The cursed creature gains disadvantage on either its next attack roll, or CON saving throw to maintain concentration, your choice.
Hate. The target gains disadvantage on its next INT, WIS, or CHA saving throw, your choice.
Rot. The next time the target takes damage, it takes an extra 1d10 necrotic damage, and it cannot regain hitpoints until the end of its next turn.
Whenever you use your malediction feature, you may now cast the bestow curse spell once without expending a spell slot, instead of the action or reaction for that feature. You may do so once per long rest. If the target succeeds on its saving throw against the spell, your use of this feature isn't expended. Whenever you cast bestow curse in this way, its range becomes 60ft., and the duration becomes 1 minute, requiring no concentration. If the target succeeds on its saving throw against the spell, you may choose one of the malediction curses, and make the target suffer that curse instead.
As a bonus action, you may manifest the majestic might of the Horned King for 1 minute. For the duration, a visible mark appears on you - such as a crown made of horns surmounting your head, or you grow great antlers - and gain the benefits below. You may use this bonus action once per long rest. You may use a spell slot to use this feature without expending a use.
Dark Heart. Once on each of your turns when you damage a creature, the target takes an extra 1d8 necrotic damage.
King of All. You radiate an aura of power out to 20ft. of you. Whenever you activate this feature, and at the start of each of your turns, you may choose a creature you can see in the aura. The target must succeed on a CHA saving throw, or suffer one of the following effects of your choice until the start of your next turn:
Enticement. The target is charmed by you.
Wickedness. The target gains disadvantage on attack rolls and ability checks.
Terror. The target is frightened of you, and must move away from you by the safest route during its turn, unless there is nowhere to move.
You may now share the Horned King's power with those you deem worthy. You may perform a 1 hour ritual, which may be done during a rest, forming a bond with up to 6 willing creature that must remain within 10ft. of you during the ritual. You may end the bond for any number of creatures as a free action, and the bond ends if you die. The bond grants the following benefits:
Witchcraft. Choose one of the malediction curses. The bonded creatures may each use that reaction option once per long rest.
Fly By Night. As a bonus action, choose one of the bonded creatures. If you and the target are on the same plane of existence, you magically teleport to the nearest unoccupied space next to the creature. You may use this feature once per short rest. If your crown of horns feature is active when you use this bonus action, the use is not expended.
Hand of the King. While your crown of horns feature is active, the first time a bonded creature damages another creature during its turn, the target takes an extra 1d10 necrotic damage.
Source: The Crooked Moon