The Council of Light – Warlock Patron

Of Light and Darkness

The world works on two axis. Below is the Black. It may be seen simply as a realm of undeath but it is more than that, a place of true evil and grand subjugation. It is a realm of spiritual and physical extinction that hides its fangs behind a merchant's smile. Above there is the Light, a realm of undeath unlike that of the Black. It exists as the eternal and celestial. It protects mortalkind from the dread reaches of the Black but make no mistake it is not kind. Many would see it as cruel and machiavellian, a sentiency concerned more with preserving life than cherishing it. They would be correct. The Light is not good, it is just. It is order. It is the final line between endless torture and mundane existence. Despite this, or due to their constant use of memory erasing magic, the Light is not known. Nobody besides those touched by the Council know of its existence and it wants to keep it that way. The world will never know of the iron fist defending them from things outside the mortal realm and perhaps that is a good thing. Who knows what would happen if people knew of the horrid actions taken to keep them from falling to darkness.

The Realm of Light

The Light is a strange place to be. Beyond the mist and the bright lights you will find strange, massive insects roaming around. They’re attracted by the bright orbs of light that make up the other natives to the plane, semi-intelligent creatures that can send searing beams of light if threatened. The Council itself is made up of the undead body parts of a creation goddess, each part suspended in the air by light. Despite this necrotic origin the Council is dedicated to stop necrotic powers, specifically that of other undead gods.

Agent of the Light

Unlike most Warlocks those who take their power from the Light act less like free agents and more like fervent followers. The difference between that and a Cleric might seem nonexistent but there’s one important part. A Cleric chooses the Light, a Warlock has no say in the matter. Warlocks for the Light are called Agents and are generally forced into servitude by the Council, pushed to the brink and broken by the mental powers of the Light. This manipulation can change entire personalities but there is always something left. The Council always chooses their tools carefully and a person’s abilities and even some of their personality always stays in one way or another.

Renegade Agents

Despite all the Council’s power there are those that have managed to escape a deal with their minds intact. These people are referred to as Renegades, runaway warlocks who’ve taken some power from the most mysterious and powerful creatures in the outer realms. These Renegades must watch their backs constantly and keep moving in case their powers are found out by the many Agents of the Council of Light. A life on the road might not be worth it for most but anyone who used their quick mouth and quicker wits to escape with the magic of the Council doesn’t have a choice anymore. It’s a choice of running or losing their own free will.

The Council of Light in your Campaign

Though the Light and the Black are from my own setting the Council can work in nearly any campaign. The Light itself can be a radiant aftereffect of the death of a good god or goddess, a realm that is both unnerving and dangerous yet filled with radiant energy. The Council can be the remains of the dead deity, kept together by the radiant power of the once living god. The Council’s main job in any setting is to stop the machinations of corpse gods and their cults. A corpse god can be simply described as a dead god’s divine radiation left after it’s demise. This can be a sentient power or a tool for necromancers to use to gain their own divine spark. Despite this the Council is also after it’s own methods and they tend to be brutal. The Council could work as a perfect antagonist using this philosophy, perhaps the Council wishes to wipe the slate clean of mortalkind due to a belief that it’s far too corrupt to save. For a less apocalyptic campaign the Council could instead wish to wipe a city off the face of the world in a Gomorrah-esque plot of genocide. Using these rules the Council can become an interesting and unique patron for your players.

Spell List

  • 1st – Burning Hands, Command

  • 2nd – Calm Emotions, Zone of Truth

  • 3rd – Crusader’s Mantle, Lightning Bolt

  • 4th – Compulsion, Giant Insect

  • 5th – Dominate Person, Modify Memory

Blinding Truth

Starting at 1st level, you know how to shine the blinding light of your patron.  As an action, you can force one creature within 30 feet of you that you can see to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature is blinded until the end of your next turn. In addition to that, every time they lie in the next five minutes they take radiant damage equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

In addition when you learn a new spell that deals damage, you may choose for that damage type to be radiant instead. Whenever you cast that spell it always deals radiant damage rather than the original type. You can learn spells this way a number of times equal to your Charisma bonus. You also learn the Light cantrip.

Searing Light

At 6th level you can snuff out evil with overwhelming light. When you cast a spell that creates light you can spend your bonus action to infuse the spell with your patron’s light. On each turn until this spell ends, you may use your bonus action to force all enemy creatures in range of the light to make a Dexterity saving throw against your warlock spell save DC. On a failure they radiant damage equal to 1d6 + your Charisma modifier. The light must be bright light to deal this damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

In addition, when you cast a spell that deals radiant damage, you can allow one target of the spell to make a Wisdom saving throw instead of the saving throw the spell normally allows (no action required). On a failed save, in addition to the spell's normal effects, for 1 minute the target of the spell casts bright light out to 20 feet, and dim light out to 40 feet; while illuminated, it can't hide or benefit from being invisible. At the end of each of its turns, an affected creature can repeat its saving throw to quench the light.  You can use this features a number of times equal to your Charisma mod after which you can’t use it again until you finish a short or long rest.

Inquisitor’s Parry

Starting at 10th level the Light works through you with such viciousness that a single retributive glance can destroy a mortal's mind. When you take damage you can use your reaction to destroy the attacker's sense of self. That creature must make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature acts as if it is affected by Dominate Person for one minute or until you or an ally attacks it. It can repeat the Wisdom save at the end of its turn. Once you use this feature, you can’t use it again until you finish a long rest.

Mind Grub

Starting at 14th level you are so connected to the Light that you can summon the insects native to the plane and use them for nefarious purposes. When a creature is adjacent to you and restrained or prone you can use your action to stick a mindgrub into their head and force them to make a Constitution saving throw against your warlock spell save DC. On a failure, they take psychic damage equal to 4d10.  This effect lasts three turns. Whenever they fail a Constitution saving throw, they take the same damage. On three failures the creature is paralyzed for 12 hours as they recover from the damage the grub has done. In addition, each time the creature fails the save the worm devours part of their mind, psychically transferring any memory you wish from the creature's brain to yours with perfect clarity. The memory cannot be longer than 10 minutes.

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */