Subclass

Otherworldy Patron: Zaddyus

All warlocks are a bunch of goofballs who didn't read the user agreement before accepting a dark magical dowry from some hot otherworldly waifu monster. I'm not trying to yuck your yum here. Warlocks are my favorite class. But at the end of the day, we're the subs pretending to be the doms with a d10 cantrip. With that established, let's crack into the patron Zaddyus (or Zaddy for short).

This subclass might not be everyone's cup of tea and its up to you and your DM to talk through if its a fit for your table. I'd recommend it for silly one-shots or tables where flirtatious RP doesn't make your fellow PC's blush.

The Zaddyus pact has some fun with the submissive role the warlock takes with their patron. Foreplay and Safeword highlight the warlock's ability to bend over backwards to please their patron while Zaddy's Riches offers a fun but balanced monetary reward for their service.

Incubi Summer Home offers the keys to your patron's many getaways across the planes. While some might consider offering the benefits of Mordenkainen’s Magnificent Mansion to the Warlock at level 10, I'd remind everyone that Wizards of the Coast released the Genie Patron that gives you and your entire party a pocket dimension to dick around in at level 6.

While I have a very specific idea of Zaddyus as some sort of Incubus dark deity, the flavor here works for any dark patron like Mammon, the demon of greed, or perhaps just a wealthy abyssal heir or heiress.

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Warlock: Zaddyus Pact

"Most people just call him Zaddy"

You have made a pact with a particularly influential and seductive incubus named Zaddyus, a being who has learned to use a combination of material resources and sinful pleasure to achieve everything he desires. Zaddyus collects willing mortals to expand his network of influence and corruption, paying those mortals handsomely for their services.


Expanded Spell List

Zaddyus blesses his bedfellows with a choice of spells from the following expanded spell list. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Silent Image, Command
2nd Magic Mouth, Alter Self
3rd Leomund’s Tiny Hut, Hypnotic Pattern
4th Black Tentacles, Compulsion
5th Dominate Person, Seeming

Foreplay

Starting at 1st level, you feel more comfortable than most being prone or restrained, no longer granting advantage  to attackers while under these conditions.


Zaddy’s Riches

Starting at 1st level, Zaddyus grants you a small coin purse for your day-to-day expenses. Once per long rest, when you pay  for goods, services or a debt, you can reach into this coin purse and withdraw the exact amount you need in gold pieces, up to 100 x your warlock level. Any gold withdrawn that is transferred to another party member or is otherwise unspent disappears at the following dawn.


Safe Word

Starting at 6th level, whenever you or a creature within 30ft is restrained or knocked prone by an enemy, you can use a reaction to whisper your safe word. The prone/restrained creature is immediately granted 2d8 + your Charisma modifier temporary hit-points. Additionally, the target is resistant to non-magical attacks until their next turn. You can use this feature once per short rest.


Incubi Summer Home

Starting at 10th level, Zaddyus grants you access to any of his many extra-dimensional vacation spots as a thank you for your service. As an action, you can cast Mordenkainen’s Magnificent Mansion without the use of spell slots. Because Zaddyus likes to keep a clean house, casting this spell fails if you are within 500 ft. of hostile creatures, whether seen or unseen.

Additionally starting at 10th level, after you complete a short or long rest within Mordenkainen’s Magnificent Mansion, you gain an additional spell slot. The additional spell slot is only available to you until the following dawn. You must finish a long rest before you can use this feature again.


Save Me, Zaddy!

Starting at 14th level, when you take damage, you can call on Zaddyus for assistance as a reaction. When you do so, Zaddyus enters your body, merging his form with yours. While transformed in this way, you gain the following benefits:

  • You gain +1 bonus to attack rolls, saving throws, and ability checks.
  • You have immunity to fire, cold, and poison damage.
  • You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You gain 4d8 temporary hitpoints for the duration of the effect.

The effect ends after 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.


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