Halloween 2022- 2/4
Warlock Patron: Labyrinth
Your Patron is a powerful being of the Labyrinth. You sought power, or perhaps to perfect your trade beyond what is possible via mortal or even most magical craftsmanship. You rang the bell and the Labyrinth answered. Regardless of what motive led you, you have bound yourself to the will and purposes of Leviathan in ways that you may never know. Your pact grants you a mastery over the crafting, to the point that even the shaping of space itself is not beyond your skill.
Expanded Spell List
The Labyrinth 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.
|2nd||Arcane Lock, Vortex Warp|
|3rd||Blink, Galder’s Tower|
|4th||Fabricate, Stone Shape|
|5th||Creation, Wall of Stone|
Starting at 1st level, your patron bestows upon you an uncanny command of crafting and shaping. This allows you to build devices with properties and movements that by all rights should be impossible. You gain proficiency with tinker’s tools, one type of artisan’s tools of your choice, and can use tinker’s tools as an arcane focus. In addition, using tinker’s tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork or mechanical device (AC 15, 2 hp). When you create a device, choose one of the following options:
- Mechanical Singing Beast: This device has the game statistics of a tiny beast with CR 0, of your choice, except as follows. Its appearance is mechanical in nature, it is a construct instead of a beast, it has 2 hp, and an AC of 15. You can give this device one of the following commands as a bonus action as long as you can see it, which it will attempt to follow to the best of its abilities.
- Follow: The mechanical beast follows a creature or object you indicate by touching. It will attempt to remain within 10 feet of the indicated target. If it loses sight of the target, or is ever greater than 30 feet from its target, it will stop and remain in its current position (unless moved by another force) until given other commands.
- Go: The mechanical beast will go to a visible creature, or point, you indicate. This command can be combined with any of the other commands as a part of the same action (e.g. go-stay-perform). If you indicate a creature or point that the mechanical beast can not reach it will follow you instead.
- Perform: The mechanical beast will dance and produce a single song at a moderate volume. This command can be combined with either follow or stay.
- Stay: The mechanical beast will remain in its current location until commanded otherwise or moved by another force.
- Puzzle Box: This device is an ornate puzzle box that can be solved as an action with an Intelligence (Investigation) check with a DC equal to your spellcasting DC. You automatically succeed on this check, and any creature you teach to solution to has advantage on it. A creature must also succeed on such an Investigation check to identify the nature of this device, based on the choices made when crafting it. Closing and resetting a puzzle box takes an action
- When crafting this puzzle box you can either choose for it to have an empty space inside, which solving it will unlock and open, or you can choose for solving it to change its form into another object.
- If you choose for the puzzle box to have an empty space, that space is an extradimensional space. This space can hold a number of tiny objects equal to your proficiency bonus. While solved, placing an object in the puzzle box follows the normal rules for interacting with Objects. Retrieving an item from the puzzle box while it is solved requires a Bonus Action. If a puzzle box is destroyed every object stored within it harmlessly appears in the unoccupied spaces closest to the puzzle box’s former space. A puzzle box can not be placed inside of another puzzle box.
- If you choose for solving this device to transform it into another object you can choose one of the following forms:
- Abacus, Basket, Crowbar, Flask or Tankard, Flute, Grappling hook, Hammer (adventuring gear), Jug or Pitcher, Ladder, Lamp, Lantern (bullseye), Lantern (hooded), Lock, Manacles, Rope (silk 50 feet), Scale (merchant’s), Shovel, Spyglass, Tinder Box, Other non-magical item at the DM’s discretion.
- While transformed, a solved puzzle box has all of the game statistics of the selected object, growing in weight and size if necessary, except that it can be reverted to the form of a puzzle box with another Investigation check as an action.
Such devices last indefinitely, even functioning after your demise. You can spend an hour dismantling one of your devices to reclaim the materials used to create it. A device reduced to 0 hp can still be dismantled, but only yields half the materials used to craft it. You can have up to three such devices active at a time.
Starting at 6th level, you learn to apply the knowledge you have drawn from your patron to the material of the world itself, twisting and sliding it like a mechanical puzzle box. When a creature makes an attack roll against you, you can use your reaction to twist space, imposing disadvantage on that roll. If the attack misses you, you teleport up to 60 feet to an unoccupied space you can see.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Specialized Tool Expertise
At 10th level, one type of tool you are proficient with. Your proficiency bonus is doubled for any ability check you make that uses the chosen type of tool.
At 10th level, you are granted by your patron a minute portion of their home real to use to conduct your work. As an action, you can touch a wall, floor, or other unmoving surface. The surface slides open like a sliding puzzle to create an extradimensional opening large enough for Medium creatures to pass through unhindered. The opening leads to an extradimensional space in the shape of a 20-foot cube known as a workshop. Only you can pass through this opening, which closes behind you once you do. The walls of this space appear to be made of aged and stained gray stone. It is appointed with a stone workbench and stone shelves, and is a comfortable though slightly cool temperature. You can remain inside the workshop up to a number of hours equal to twice your proficiency bonus. You exit the workshop early if you use a bonus action to leave or if you die. When you exit the vessel, the surface you used to enter it briefly once again slides open and you appear in the unoccupied space closest to it. Any objects left in the workshop remain there until carried out, and if you die, every object stored within your workshop harmlessly appears in the unoccupied spaces closest to your space. Once you enter the workshop, you can’t enter again until you finish a long rest.
When opening the door to the workshop as a reaction you can expend a spell slot to ward it from observation and intrusion as if you had cast Mordenkainen’s Private Sanctum on the space.
Starting at 14th level your workshop is always stocked with scraps of a golden metal that thrum’s with power, and is supernaturally durable, ductile and malleable. This metal can not be removed from your workshop in its unworked state. However, when crafting items in your workshop you can incorporate this metal into your creations. This gives you the following benefits when crafting items
- If you craft a mundane item, or a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
- Mundane and magical objects that you craft increase their AC by an amount equal to your spellcasting modifier. A creature attempting to damage such an item can make an Intelligence (Investigation) check against your spell save DC as an action to ignore this increase for 1 minute.
- Any creature in possession of an item crafted using this metal has disadvantage on stealth checks against you and creatures native to the Labyrinth (e.g. Cenobites).
Pact Boon: Pact of Puzzle Box
Your patron gives you an ornate puzzle box with metal inlaid panels as an instrument to unleash their displeasure upon the world. This puzzle box contains within it a tiny conduit to your patron’s realm and all of the wonders it contains. The puzzle box’s AC equals your spell saving throw DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. While the puzzle box is on your person you can cast the cantrip Toll the Dead at will. This cantrip doesn’t count against your number of cantrips known.
Additionally, as long as you are holding the puzzle box, you can as an action solve it causing it to briefly snap open in a mass of panels and mechanical components surrounding a gray vortex. A mass of barbed chains ending in vicious hooks rapidly extend from the opened box before retracting back into it. Make a ranged spell attack, originating from the puzzle box, at one creature or object within 120 feet of it. On a hit, the chains dig into the target, which takes 1d10 slashing damage, and if the target is a Huge or smaller creature you can choose for it to be pulled 5 feet close to the puzzle box.
If another creature solves the puzzle box as an action, with an Intelligence (Investigation) check with a DC equal to your spellcasting DC, it must make a Dexterity saving throw or take 1d10 slashing damage as hooked chains erupt from it, before it snaps shut again.
If you lose your puzzle box, you can perform a 1-hour ceremony to construct a replacement. The ceremony can be performed during a short or long rest, and it destroys the previous box. The box remains when you die.
The exact form of this item might be different depending on your patron.
Prerequisite: Pact of the puzzle box feature
You can use your puzzle box as a spellcasting focus for your warlock spells. Additionally, when you open your puzzle box you can choose for 1 of the following effects to occur instead of the normal ranged attack.
- Lash: The mass of hooked chains lashes out from the box in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d10 slashing damage on a failed save or half as much damage on a successful one. You can expend a warlock spell slot to cause this ability to deal an extra 1d10 slashing damage per level of the spell slot
- Web of Woe: The hooked chains shoot from the ground forming a field of hooks and chains. This field of chains appears in a 20-foot square starting from a point within 90 ft of you. For the duration, the area occupied by hooks and chains turns into difficult terrain. A creature in the area when you use this ability must succeed on a Strength saving throw or be restrained by the entangling chains and hooks for 1 minute. A creature restrained by the chains can use its action to make a Strength check against your spell save DC. On a success, it frees itself. You automatically succeed on the Strength saving throw against this ability and ignore the difficult terrain caused by it.
After 1 minute the chains and hooks rust away to nothing.
Once you have used one of these options you can not do so again until you finish a short or long rest.
Prerequisite: 5th level, Pact of the Puzzle Box feature
Once per turn when you hit a creature with the spell attack from your puzzle box, you can expend a warlock spell slot to deal an extra 1d8 psychic damage to the target, plus another 1d8 per level of the spell slot, and you can pull the target an additional 5 feet closer to if it is Huge or smaller.
Prerequisite: 5th level, Pact of the Puzzle Box feature
When you open your puzzle box, two masses of hooked chains lash from it. You can direct the masses of chains at the same target or at different ones. Make a separate spell attack roll for each mass. If you have the Widened Conduit invocation you can choose for it to affect one of these attacks.
Prerequisite: 15th level, The Labyrinth Patron, Pact of the Puzzle Box feature
In a process that takes 1 minute you can manipulate your puzzle box into a new shape to cast Infernal Calling without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest. When cast in this way instead of summoning a devil you summon a common cenobite.
Note: The following cenobite stats are meant to represent rank and file servants of Levitan, more powerful variants are known to exist.
Medium fiend, lawful evil
Armor Class 16 (Natural Armor)
Hit Points 85 (10d8+40)
Speed 30 ft.
STR 18 (+4) DEX 15 (+2) CON 18 (+4) INT 11 (+0) WIS 12 (+1) CHA 14 (+2)
Saving Throws Con +7, Wis +4, Cha +5
Skills Intimidation 5, Medicine 4, Religion 3
Damage Vulnerabilities Radiant
Damage Resistance Bludgeoning, Piercing, And Slashing
Damage Immunities Psychic, Poison
Condition Immunities Poisoned
Senses Darkvision 120 Ft., passive Perception 8
Languages Common, Infernal, Telepathy 120 Ft.
Challenge 9 (5,000 XP) Proficiency Bonus +3
The Glyph of the Solutent. While in the presence of a symbol known as the Glyph of the Solutent, a cenobite loses all of their damage resistances and their magic resistance.
- A Glyph of the Solutent can be created and placed by using the following new option for the spell Ceremony:
- Glyph of the Solutent. You touch a stationary surface(e.g. a wall, the bare ground, a tree). A protective magical symbol known as the Glyph of the Solutent will appear on the target, as if it was painted on the target for 24 hours or until the symbol is removed(e.g. vigorous cleaning, physical damage to the surface that mars the symbol, ect.). The presence of this symbol neutralized the defensive abilities of certain creatures that are within 30 feet of it. A creature that is affected by this symbol is aware of its presence and know its general location .
Magic Resistance. The cenobite has advantage on saving throws against spells and other magical effects.
Multiattack. The cenobite makes two attacks with its chains.
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the cenobite isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns
Summon Chains (Recharges after a Short or Long Rest). Up to four chains ending in razor-edged hooks appear and animate under the cenobite’s control. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the cenobite uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain vanishes to if reduced to 0 hit points or if the cenobite is incapacitated or dies.
Anchor. When a creature attempts to move away from the cenobite, the cenobite can lash out at it with its chain to arrest the creature’s movement. The creature must succeed on a DC 14 Dexterity saving throw or be restrained until the end of its turn.
Note: The inspiration for this adaptation draws mainly from both the first 4 Hellraiser movies and the Hellraiser: The Dark Watch comics.