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

A
n entity long forgotten to even The Astral Sea, 
The Director finds amusement not in altering
the cosmos or vowing revenge over eons, but The Director enjoys your development, both character and
enjoys the story that unfolds between the power wise. Starting at 6th level, your Man of Many Faces
denizens of the lower planes. You were a features receive additional benefits:
nobody, someone doomed to be forgotten to The Soldier's Rally: As an action you rally not only
history, but no more. Now, you have a role to fill. yourself, but your allies in battle. Choose a number of
Let's hope your performance is entertaining... friendly creatures up to your Charisma modifier (minimum
1). They each gain temporary hit points equal to your
 Charisma modifier (minimum 1), and have advantage on
The Director lets you choose from an expanded list of spells saving throws against being frightened for 1 minute, or until
when you learn a warlock spell. The following spells are they loose the temporary hit points gained in this feature.
added to the warlock spell list for you. Once you use this feature, you can't use it again until you
finish a long rest.
Spell Level Spells The Poet's Quip: As an action you drop befuddling
1st Silent Image, Detect Evil and Good
thought puzzles to those who listen. Choose a number of
creatures up to your Charisma modifier (minimum 1) within
2nd Calm Emotions, Silence 30ft. These creatures must succeed on a Wisdom Saving
3rd Phantom Steed, Leomund's Tiny Hut Throw or become Incapacitated for a number of rounds
equal to your Proficiency modifier. At the end of each of their
4th Compulsion, Confusion turns, the creature can make another Wisdom Saving throw.
5th Contact Other Plane, Dominate Person On a success, the effect ends on the creature. A deafened
creature automatically succeeds on the save. Once you use
this feature, you can't use it again until you finish a long rest.
 The King's Guard: You establish a guard to defend you.
Starting at 1st level your patron has blessed you with 3 You choose one willing creature at the end of a long rest to be
masks, each with their own roles and abilities: The Soldier, designated as your guard. While your guard is within 30 feet
The Poet, and The King. At the end of a long rest you may of you they may use their reaction when you are subjected to
don a mask, or swap to another mask. These masks can not damage to absorb half the total damage dealt to you.
be removed from your face by any means, however it is up to
the player whether or not they are visible. In addition, you 
gain proficiency in Charisma (Performance) and you learn Starting at 10th level, you've learned your patron enjoys a
Disguise Self. This does not count to your total Warlock good shake up to the play you're in. If you are reduced to 0 hit
spells known. points, but not killed immediately outright, you can instead
The Soldier: You've taken up the role as a soldier in this choose to fall to 1 hit point and swap your mask as a reaction.
play, performing on the front lines. While you are The Soldier, Otherwise you may swap your mask as an action. You also
you know the cantrip Blade Ward and can cast it as a bonus gain an additional use of Center Stage when you use Plot
action a number of times equal to your Charisma modifier Twist. You may only use Plot Twist once per long rest.
(minimum 1) per long rest. In addition, you can cast
Compelled Duel as a 1st level spell, without expending a spell
slot, once per long rest.
The Poet: You've taken up the role as a poet in this play,
your weapon are your words. While you are The Poet, you
know the cantrip Vicious mockery and can apply your
Invocations that affect Eldritch Blast to it if mechanically
possible. In addition, you can cast Dissonant Whispers as a
1st level spell, without expending a spell slot, once per long
rest.
The King: You've take up the role as a king in this play,
your commands are true. While you are The King, you know
the cantrip Friends, and you can have the creature not
realize it was charmed by you a number of times equal to
your Charisma modifier (minimum 1) per long rest. In
addition, you can cast Command as a 1st level spell, without
expending a spell slot, once per long rest.

Starting at 14th level, you have learned that a good
performance requires a stage. As a reaction to combat
starting, you superimpose a massive illusory stage over the
battlefield. This stage can not have hazards that directly
harm any creature, or obscure obvious traps such as holes or
spikes. The stage has an additional effect depending on
which role you're taking, and changes if you change roles.
Dramaturgy lasts for 1 minute, or until you are reduced to 0
hit points, at which point the stage vanishes.
The Soldier's Battalion: The stage becomes a massive
battlefield, with fallen soldiers and destruction around.
Whenever a hostile creature is subject to an attack roll or
saving throw, you can use your reaction to have a fallen
soldier raise up and grab the targeted creature. The target
must make a Strength Saving Throw or become Restrained,
giving the incoming attack advantage or their Dexterity
Saving Throw disadvantage. At the end of the attack the
fallen soldier releases the target.
The Poet's Audience: The stage becomes a massive
auditorium, with a spectral audience observing high above
the stage ground. Whenever a creature fails an ability check,
saving throw, or attack roll, you can use your reaction to have
the crowd laugh at their failure. The creature must make a
Wisdom Saving Throw or take 4d10 psychic damage, half as
much on success.
The King's Sacrifice: The stage becomes a massive
throne room, with grand columns and pillars of you and your
party engraved throughout the scene. As a bonus action you
can sacrifice up to half your maximum hit points and
redistribute the pool as healing to any number of friendly
creatures within 60ft of you. The King's guard can choose to
redirect half the damage The King would have taken to
himself.
You can only use the stage features 3 times in total during
the Dramaturgy, swapping masks does not reset the amount
of uses. You can only use Dramaturgy once per long rest

No two actors should be the same, and The Director has
provided some extra benefits to aid character development.
If an eldritch invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same time
you meet its prerequisites. A level prerequisite refers to your
level in this class.

Prerequisites: The Director Patron
You gain proficiency in a skill according to the role you are
taking.
The Soldier: Proficiency in Strength (Athletics)
The Poet: Proficiency in Charisma (Deception)
The King: Proficiency in Wisdom (Insight)

Prerequisites: The Director Patron, 5th Level
You can cast Catnap (XGtE) once using a warlock spell slot.
You can't do so again until you finish a long rest.

Prerequisites: The Director Patron, 9th Level
You can cast Geas once using a warlock spell slot. You
can't do so again until you finish a long rest.

Prerequisites: Contact Other Plane spell
Once per long rest, when you cast the Contact Other Plane
spell, you do not suffer from insanity on a failed saving throw.

Credits for The Director


ドラマツルギー
aoki-b - " "
BlueberryAmi - "Dramaturgy"
E ve - Dramaturgy - Eve MV"
The Oh Hellos: Soldier, Poet, King


A
pawnbroker is a traveller, a being who walks the 
line between planes, peddling services. They
have an expansive network of shady contacts Starting at 6th level, you have gained enough clout for lesser
who can hook you up with anything... for a beings from the lower planes to work for you. You pay
price. However, mere pieces of silver and gold drachma for one of the following effects to occur:
will not do. You have to pay in drachma: the Confuse (Bonus Action, 5 Drachma) A horror only visible
soul-forged currency of the gods. Whatever to you and the target appears out of a dimensional portal to
your patron wants, they understand that money is as distract your foes. A creature of your choice within 60ft must
powerful a force as magic, and they are willing to use their succeed on a DC 14 Wisdom saving throw or have
contacts and powers to help you, as long as they get their cut. disadvantage on all checks until the end of your next turn.
You may spend additional drachma to increase the DC by 1
 per drachma.
The Pawnbroker lets you choose from an expanded list of Grapple (Action, 7 drachma) An arm appears out of a
spells when you learn a warlock spell. The following spells are dimensional portal to grapple your foes up to a size larger
added to the warlock spell list for you. than you. The marked creature must succeed on a grapple
check equal to your spell save DC or become grappled. The
Spell Level Spells target may repeat the check to break free on their next turn.
1st Alarm, Identify
Attack (Action, 7 drachma) A sword appears out of a
dimensional portal to strike your foes. You summon a
2nd Augury, Locate Object longsword within 60ft of you that lasts one minute. You can
3rd Create Food and Water, Leomund's Tiny Hut use a bonus action to move the longsword up to 20ft and to
attack, using your Charisma modifier as the attack modifier
4th Fabricate, Leomund's Secret Chest and dealing 2d8 damage + your Charisma modifier. This
5th Contact Other Plane, Greater Restoration damage upgrades to 2d10 at 10th level, 2d12 at 14th level
and 3d12 at 18th level. You can only have one of these active
at any given time.
 You can use one of Corrupting Contract's features for free
Starting at 1st level, you may access the services of creatures once per long rest. Afterwards you can pay to this feature an
from all of existence. Whenever a creature dies, you gain amount of times equal to your Charisma modifier between
drachma equal to the challenge rating of a creature that you each long rest.
dealt a significant amount of damage to (at DM's discretion).
If the creature's challenge rating is below 1, it's up to the DM 
to decide whether a drachma has been earned. Drachma are Starting at 10th level, you've gained the attention of beings
large bronze-looking coins that are stored in a demiplane that from the upper planes who may aid you. Once per short or
can only be accessed by you and your patron. Whenever you long rest, you may use an action to heal your allies. Pay
use a feature that spends drachma, they automatically drachma up to a maximum of your Warlock level to heal up to
disappear from the demiplane. Your drachma demiplane can two creatures within 30ft of you. The amount of healing is
only store drachma up to 4x your Warlock level. Any excess equal to a number of d10s per drachma paid. This healing
drachma is lost. can be split in any proportion between those healed. You can
Whenever you cast a spell, you may spend drachma equal use Purchased Prayers for free once per long rest, however
to 3x the level you cast the spell without using up Spell Slots. the amount of d10s is equal to half your Warlock level. You
 can not pay to increase free healing.
Starting at 1st level, you may convert any mortal currency
into its equivalent value in a different coin (e.g. 10sp to 1gp)
or into a different mortal currency. You also have advantage
on Charisma (Persuasion) checks to negotiate prices. At 6th
level as a bonus action you can rip out your own soul to gain
drachma equal or up to your Warlock Level. At 10th level you
can withdraw up to 2x your Warlock Level. Until you return
the amount of drachma withdrawn from your soul, you can
not gain the benefits of a long rest.
 
Starting at 14th level, you have earned the attention of some Prerequisites: 5th Level
greater beings from the outer planes. However, the planes Exploring a dungeon and out of health potions? Need a fire
don't approve of trading to both the upper and lower planes. and have no lumber axe? A problem no more! You can
Your dealings with the lesser beings can go unnoticed, but message your Patron to open a small portal to purchase some
you can't deal with leadership of both sides. When you gain supplies, for a fee of course. Once per week, as an action, you
this ability, you must pick between a Blessing of Light or a can purchase items directly from your patron that are listed
Blessing of Darkness, as a token of one side's favour. in the Player's Hand Book Adventuring Gear and Tools
Blessing of Light Your connection to the light supports section at 1.5x, rounding up, their listed price. The stock
and invigorates your allies. When you use your Purchased count of inventory is up to the DM's discretion, as your
Prayers feature, anyone affected by it gains temporary hit patron doesn't have an unlimited supplies of health potions
points equal to your Warlock level, gains a +10ft bonus to or lumber axes and needs time to refill. The purchased goods
their speed until the end of their next turn, and advantage to automatically go into your inventory. If there is no space on
all attacks until the end of their next turn. your character then they are dropped in the nearest open
space next to your character.
Blessing of Darkness Your connection to darkness
weakens and harms your foes. When you use your 
Corrupting Contract feature, mark a creature. For 1 minute, Prerequisites: 7th Level
that creature has disadvantage on saving throws caused by You spend 14 drachma to cast Divination, asking your
your Corrupting Contract feature and loses any resistance or patron for their knowledge on your given question. You may
immunity to damage caused by your Corrupting Contract only use Information Broker once per long rest.
feature.

Prerequisites: 7th Level
Optional Drachma Wallet Rule When a friendly creature dies within 60 ft of you, you may
If having a capacity of 4x your Warlock Level for drachma use your reaction to capture their soul in a special Drachma
storage is too limiting, your DM can lift that rule to make your called a táfos, with their face on the heads side of the coin.
drachma storage unlimited. You do not receive ordinary drachma this way. This táfos can
be used in place of the component requirement for the spells
Revivify and Raise Dead. In addition, when used this way the
death timer for Revivify is extended by a number of minutes
 equal to your Charisma modifier, and for Raise Dead a
Pawnbrokers are known to deal in all sorts of shifty odds and number of days equal to your Charisma modifier. You can
ends to keep their business running. These are some tricks only use Preserve Soul once per long rest. Using Preserve
of the trade that you've picked up from your patron. Soul on another creature while a previous táfos is active will
If an eldritch invocation has prerequisites, you must meet cause the older táfo to dissipate, releasing the soul.
them to learn it. You can learn the invocation at the same time 
you meet its prerequisites. A level prerequisite refers to your Prerequisites: 9th Level, Window Shopping Invocation
level in this class. Your patron has enjoyed your consistent service and is
 pulling back on his fees. The price modifier for Window
Low on cash? You may exchange your drachma into gold at Shopping is now 1.0x. In addition to Adventuring Gear and
the rate of 1 drachma per 10 gp, however you can not Tools, your Patron now carries Weapons, Armor and Shields,
exchange gold into drachma. and Mounts and Vehicles listed in the Player's Handbook in
their inventory. Inventory stock is up to DM's discretion as
 your patron doesn't have an unlimited number of arrows or
You've picked up on your patron's skills at negotiation. You carriages.
gain proficiency in Wisdom (Insight) checks and may use 
Charisma (Insight) instead when dealing with selling and Prerequisites: 12th Level, Blessing of Light ability
purchasing goods. In addition you gain proficiency in You learn the spell Hallow. When you cast Hallow, you may
Charisma (Persuasion) checks when dealing with selling and spend 10 drachma to add one additional effect listed in the
purchasing goods. Once you reach Warlock Level 5 or higher, spell's description.
this invocation grants Expertise in the Insight and
Persuasion skills if you already had previous proficiency in 
those skills. Prerequisites: 12th Level, Blessing of Darkness ability
You learn the spell Infernal Calling (XGtE). When you cast
Infernal Calling, you can spend drachma equal to 3x the
challenge rating of the summoned devil to force it to obey
your commands, with no Charisma check required. Attacking
the devil will break effect of Hired Help. A devil summoned
under the effects of Hired Help will still resist commands to
make it's devil's talisman.
 
Prerequisites: 15th Level, Preserve Soul Invocation Prerequisites: 5th Level, Pact of the Tome
You buy back a friendly creature's life under the effect of Picking up your patron's business tactics, you've opened
Preserve Soul. You perform a 1 hour ritual over the dead up a store of your own out of your Book of Shadows. During a
creature and spend Drachma equal to that creature's level, or short or long rest, you can perform a ritual with items you
challenge rating, x2 to cast Raise Dead on the dead creature own, writing down their names in your Book of Shadows. At
without the required spell components. the end of the rest, those items turn into shadows and are
sucked into your Book of Shadows, sold off to unknown
 customers, leaving behind 0.5x their value in gp and erasing
Prerequisites: 15th Level their entries. If the item does not have a listed gold price in
You need to get somewhere fast! You spend 25 drachma to the Player's Handbook, it is up to the DM's discretion what
cast Teleport to have your patron move you to your 0.5x equals to.
destination, although your familiarity is what is accounted for.
You can spend additional drachma to increase your d100 roll 
by 10 per drachma spent. You can only use Pickup Shop Prerequisites: 12th Level, Debt Collector Invocation
once per long rest. You can now have a number of sóma equal to your
Charisma Modifier (minimum 1). In addition, when you
 capture a creature within your sóma, you may spend
Prerequisites: 5th Level, Pact of the Blade drachma to extend the initial 1 hour capture period to
You've learned how your patron deals with those who skip prevent the creature's escape. For every 1 drachma you
out on their payments. When you kill or reduce a creature to spend, this initial period extends by 1 hour. For example,
0 HP, you may use your reaction to capture not just their soul, when you defeat a creature and spend 12 drachma, the
but their entire body into a special drachma known as a creature can not make a Wisdom Saving Throw to escape
sóma. You do not receive ordinary drachma for defeating a until 13 hours have passed, 1 for the initial hour plus 12 for
creature this way. If you use Debt Collector while in the purchased time.
possession of another sóma, the oldest sóma is released and
you don't receive drachma for that creature. A creature 
captured in a sóma is immediately stabilized and conscious Prerequisites: 12th Level, Indentured Servant Invocation
but unaware of the outside world, with their body stored in a Your increased clout has gained you access to the slave
harmless demiplane within that sóma. markets of the lower planes. You can now use Indentured
After 1 hour a creature captured in a sóma can make a Servant without needing to kill a creature, instead choosing
Wisdom Saving Throw against your Spell Save DC to break any creature you know that their CR is 1/4 your Warlock
out of your sóma, and can repeat this save once every hour. level. An Expanded Servitude familiar brought back by
Upon success the sóma breaks and releases the captured Indentured Servant costs a number of drachma equal to 4x
creature within 15ft of you. You may use your action to their CR instead of their original listing.
release a captured creature from their sóma anywhere within
15 ft of you. 
Once per long rest you may sell sóma for 1.5x the Prerequisites: 12th Level, Inventory Storefront Invocation
creature's CR rounded down. Your store has gained more clout in the market. Items you
sell through Inventory Storefront now sell for their original
 1.0x value. In addition, you can now replace spells you know
Prerequisites: 5th Level, Pact of the Chain with spells from other Patrons, for a fee of course. During a
Upon killing a creature of CR 1/5 of your Warlock level or long rest, you may replace a Warlock spell you know, that is
lower, rounding down, you can use your reaction to capture not a cantrip, with another Warlock spell from another
their soul in a special drachma known as a psychí. You do not Patron's Expanded Spells section by spending Drachma
receive ordinary drachma for defeating a creature this way. equal to 5x that spell's level. It must be a spell which you have
During a long rest you may consume this psychí to bring spell slots for. For example, you can replace Alarm with
back the slain creature as a familiar under the Find Familiar Fireball from Fiend Expanded Spells for 15 drachma.
spell. You can only have one Indentured Servant or psychí at Alarm is now removed from your list of known spells.
a time. At any time you can sell off your Indentured Servant
for 1/2 their CR in drachma, which causes them to
disappear. Should your Indentured Servant die, you may
spend drachma equal to 5x their CR to bring them back
during a short or long rest without expending a spell slot.


S
ometimes your patron has work that needs to be Based on the difficulty of the job, you can adjust the drachma
done that they can't be bothered to do payment to range around 1/4 ~ 1x your Warlock level as a
themselves. That's where you come in. Once per good drachma amount. Of course modify the payment and
week your DM can roll on the Work Requests table to fit your campaign setting.
table to see what job your Patron needs you to do,
in exchange for drachma. Work with your DM to
modify the table and frequency to fit your setting. Credits for The Pawnbroker
Original Concept and Subclass by /u/invertingbunny
d20 Work Requests
Invocations and Renaming by /u/Marine_Unknown
1 Some Little Timmy fell down a well, go save him 1oshuart - El vendedor misterioso
Someone's out killing people and they're asking your RustyGray - Epic Fantasy Landscapes "Gateway River" (Link
2
patron for help. Guess who's killing them Breaks in GMBinder, you can find them on Imgur by copy
Someone's out killing people and they're asking your pasting the name of the art)
3
patron for help. Guess who's saving them
Your patron was asked to kill an important individual,
4
you're killing said individual
Your patron was asked to guard an important
5
individual, you're guarding said individual
Your patron was asked for specific magic to be cast,
6 but didn't want another warlock. You're fulfilling that
request
Someone skipped on your Patron's payments. Find
7
their whereabouts and inform your patron
Your patron was asked to deliver a package. You are
8
now delivering the package
Another party's bard broke their wrists and has a
9 performance coming up. I hope you know how to play
the lute
Another party's bard has a competition coming up and
10 wants you to deal with the enemy bard. Break their
wrists
People have been going missing and your patron was
11
asked for help. You're now on the case
Goods have been stolen by something in the woods
12
nearby. You're now after the stolen goods
Someone asked your patron for knowledge on an
13
important individual. You're now a PI
Someone prayed to your patron asking to heal a loved
14
one. I hope you know medicine
The crops are dying. I hope you know agriculture
15
techniques
A merchant's business has been slow. Guess who's on
16
advertising
Someone prayed for their crush to fall in love with
17
them. Guess who's playing cupid
Someone prayed to your patron for safe passage.
18
You're now their temporary bodyguard
Someone prayed to your patron to get rid of a stalker.
19
Guess who's on breakup duty
Your patron has some work from another deity for you.
20
You've been outsourced for a job

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

Y
our patron is not a powerful God or a great 
fiend from the Lower Planes, but is instead a
collection of Kuo-Toa, called The Colony, that for Starting at 6th level, you can call on the juveniles of The
some reason believe you are their God. Through Colony for a quick snack. As an action you summon a flying
the power of their prayers you've gained the swarm of tiny juvenile Kuo-Toa, called Blublings, to bite at
blessings of their abilities, slowly turning into your enemies. The swarm is a 10-foot radius sphere, and
their image. deals 4d4 piercing damage to a creature when it enters the
Blubling's area for the first time on their turn or starts its
 turn there. You may use your bonus action to move the
Your patron will be referred to as The Colony. The Colony lets Blublings 20 feet in any direction. The Blublings lasts a
you choose from an expanded list of spells when you learn a number of rounds equal to your Proficiency modifier, or until
warlock spell. The following spells are added to the warlock you use your action to summon another swarm. You can
spell list for you. summon the Blublings a number of times equal to your
Charisma modifier (minimum of once), and you regain all
Spell Level Spells expended uses when you finish a long rest.
1st Shield of Faith, Detect Magic 
2nd Spiritual Weapon, Calm Emotions Starting at 10th level, you can now offer The Colony gifts in
3rd Spirit Guardian, Tidal Wave (XGtE) the form of your fallen enemies. As an action you touch a
creature that has died within the past 10 minutes, causing
4th Control Water, Watery Sphere (XGtE)
their body to dissolve into water and send it off to The Colony
5th Raise Dead, Maelstrom (XGtE) to be devoured. In return for the offer, The Colony returns a
blessing from the devoured offering. Choose one of the
 following.
Blessing of Body - You learn one skill the offering was
The Colony has granted you abilities to better serve them in proficient in and gain that proficiency. If you were already
the brine of their home. Starting at 1st Level you gain the proficient with that skill, it is treated as expertise.
following benefits: Blessing of Mind - You learn one spell the offering could
A swim speed equal to your walking speed cast, if you have the capability to cast that spell. That spell
Can breath in water and air counts as a Warlock spell.
Suffer no penalties from fighting underwater Blessing of Spirit - You learn some information from the
soul of the devoured offering. You trigger the effects of Speak
 With Dead on the devoured offering, however the offering
can not lie to you.
At 1st level, you feel at home in the water. While touching You can only use Return The Favor once per long rest,
water you can telepathically speak to anyone within 30 feet with the chosen benefit fading at the end of your next long
touching the same body of water. In addition, you have rest.
advantage on Wisdom (Perception) checks under water.

You call upon your followers to aid you in combat. Starting at 
14th level you can use an action to summon a number of
Kuo-Toa Whips whose total CR can add up to 1/4 your Medium humanoid (kuo-toa), neutral evil
Warlock level rounding down. At level 20 you can choose to
summon 1 Kuo-Toa Archpriest instead of Kuo-Toa Whips. Armor Class 13
On each of your turns, you can issue a telepathic simple Hit Points 97
command to the Kuo-Toas, such as "attack my enemies", or Speed 30 ft., swim 30 ft.
"explore the room ahead", until it completes the activity, at
which it returns to you to report having done so. Killing your STR DEX CON INT WIS CHA
own Kuo-Toa does not award XP.
16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2)

Skills Perception +9, Religion +6


 Senses darkvision 120 ft., passive Perception 19
Languages Undercommon
Medium humanoid (kuo-toa), neutral evil
Amphibious. The kuo-toa can breathe air and water.
Armor Class 11 (natural armor)
Hit Points 65 (10d8 + 20) Otherworldly Perception. The kuo-toa can sense the
Speed 30 ft., swim 30ft. presence of any creature within 30 feet of it that is
invisible or on the Ethereal Plane. It can pinpoint such
a creature that is moving.
STR DEX CON INT WIS CHA
Slippery. The kuo-toa has advantage on ability checks
14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has
Skills Perception +6, Religion +4 disadvantage on attack rolls, as well as on Wisdom
Senses darkvision 120 ft., passive Perception 16 (Perception) checks that rely on sight.
Languages Undercommon
Spellcasting. The kuo-toa is a 10th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 14,
Amphibious. The kuo-toa can breathe air and water.
+6 to hit with spell attacks). The kuo-toa has the
Otherworldly Perception. The kuo-toa can sense the following cleric spells prepared:
presence of any creature within 30 feet of it that is Cantrips (at will): guidance, sacred flame,
invisible or on the Ethereal Plane. It can pinpoint such thaumaturgy
a creature that is moving.
1st level (3 slots): bane, shield of faith
Slippery. The kuo-toa has advantage on ability checks
and saving throws made to escape a grapple. 2nd level (3 slots): hold person, spiritual weapon
Sunlight Sensitivity. While in sunlight, the kuo-toa has 3rd level (3 slots): spirit guardians, tongues
disadvantage on attack rolls, as well as on Wisdom 4th level (3 slots): control water, divination
(Perception) checks that rely on sight.
5th level (2 slots): mass cure wounds, scrying
Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 Actions
to hit with spell attacks). The kuo-toa has the
following cleric spells prepared: Multiattack. The kuo-toa makes two melee attacks.
Cantrips (at will): sacred flame, thaumaturgy Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage plus
1st level (3 slots): bane, shield of faith 14 (4d6) lightning damage.
Actions Unarmed Strike. Melee Weapon Attack: +6 to hit,
Multiattack. The kuo-toa makes two attacks: one with reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
its bite and one with its pincer staff. damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (ld4 + 2) piercing damage. The summoned Kuo-Toa last up to 1 minute or until killed.
Pincer Staff. Melee Weapon Attack: +4 to hit, reach You can use this feature once per long rest. Other Kuo-Toa
10ft., one target. Hit: 5 (1 d6 + 2) piercing damage. If statistics are in the Monster Manual pg 200.
the target is a Medium or smaller creature, it is
grappled (escape DC 14). Until this grapple ends, the
kuo-toa can't use its pincer staff on another target.

Each Kuo-Toa coloney has their own ideals and preferences
in their God, therefore those preferences will be reflected in
you. Get your mrrglllggg on.
If an eldritch invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same time
you meet its prerequisites. A level prerequisite refers to your
level in this class.

Prerequisites: eldritch blast cantrip, The Colony Patron
You transform an Eldritch Blast into a Kuo-Toa's ranged
Pincer Staff. When you hit a creature with eldritch blast, you
can pull the creature up to 10 feet towards you in a straight
line. If they are underwater, you can pull them up to 20 feet.

Prerequisite: 5th Level, The Colony Patron
You can cast Water Breathing at will, without expending a
spell slot.

Prerequisite: 12th Level, The Colony Patron
Once per week when you take a long rest, you can choose
to have your body dissolve into a puddle of water, with your
actual body being teleported to a sanctuary within The
Colony. You can still hear and see out of the puddle, and if the
puddle receives damage or is targeted by a spell you are
forcibly returned back to your original spot. At the end of the
long rest you receive temporary hit points equal to your
Warlock level and can remove up to 2 levels of exhaustion as
The Colony pampered you.

Prerequisite: 15th Level, The Colony Patron
You may cast Teleport once per long rest using a Warlock
spell slot, with the destination being a body of water you are
aware of. You use your familiarity to the body of water for
your d100 roll.

Optional Mechanic: Just as a follower needs Gods, Gods
need followers. Your DM can choose to have The Colony pray
for your help, either in the form of guidance, items, or aid
from a hostile force. The player telepathically hears the
prayer and can choose to either help or ignore The Colony.
Helping The Colony can result in a small temporary boon
from increased faith, whereas ignoring The Colony may
result in a small debuff from wavering faith. Guidance or
requested items such as food or medicine can be sent to The
Colony by using Return The Favor without expending a
charge. Help for more complicated issues may require direct
intervention.

Credits
Underwater Cave - DigitalBlashphemy
Kuo Toa - Arnaud Runesmith - "Basically Kuo-Toa"
Zee Bashew - (Animated DM) Kuo Toa D&D


I
made this collection of Warlock subclasses for a few 
reasons. Warlock is my favorite subclass as with the
flexibility and customizability of the class you can Oh boy. I'm going to be honest with you, this originally started
truly make nearly any Warlock archetype you want. off as a joke patron. I was taking a break from revising The
In addition, despite COVID causing everyone to be Director and The Pawnbroker when I stumbled upon
under quarantine, I've been having trouble Runesmith's video on the Kuo-Toa and remembered their
scheduling a time to DM my regular online games, lore. A stroke of inspiration, and stupidity, caused me to
and only recently gotten back to regularly playing online, so immediately make this idea a reality, and halfway through
this has been a good way to get my "DM Itch" scratched. As actually turned into something playable. All good things come
for each of the subclasses themselves, I'll break down my in 3's, right? Hopefully this fishy subclass won't gross out
remarks on them individually. your players, and could provide much needed utility in a
water heavy campaign.

This subclass was inspired off of a song I heard on Youtube 
called "Dramaturgy - by Eve". In the credits for that subclass I want to just say thank you again to u/invertingbunny for
is the URL to his Youtube channel. I first heard a cover of the giving me permission to work on your subclass, as it led to
song by Jubyphonic, was amazed by the song and story that this wonderful project.
Eve had created within his work, and went on to listen to his
full album, looking up the translation so I could keep track.
The work of the "antagonist", if you could call it that, the man
in the top hat, was fascinating. I tried to emulate how such a
creature would act in his subjects from a the perspective of
D&D and created the subclass as a result. I recommend
giving it a listen if you are into music that makes you question
the story it is trying to tell.

This subclass wasn't originally created by me, but by another
user on r/UnearthedArcana known as u/invertingbunny. I
received their permission to revise and add more to the
original subclass, and they were fully supportive of the
thought! I always wondered what would happen if a Warlock
tried to game both sides, and this subclass answered that
question. I posted v1.1 on r/UnearthedArcana, and you may
have seen that one. From the feedback I received I instantly
got to work on a v1.2, posting the next immediate day. If some
have you have read it and wonder why it has gone missing, its
because it was taken down by the moderators. I posted too
frequently within the rules of the subreddit, and had to wait a
bit before posting again, I apologize for the issue. I had
decided to take up the project of making The Director and
The Colony in the meantime, and decided instead of
submitting The Pawnbroker when it was available to do so, to
wait until I finish this project as not to spam the subreddit.
Again, sorry for the issue I caused mods :D, I'll try not to be
as spammy.
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