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We here at Mage Hand Press love our warlocks, our monster movies, and our spooky October holidays. This new book, All Patrons Eve, brings these loves together in a collection of new warlock Patrons, Pact Boons, Invocations, and spells. If you're looking for a new warlock, there's no better book to read! 

All Patrons Eve includes the following Otherworldly Patrons (those marked with an asterisk are exclusive to this book):

Mother Beast 

The Blood

The Crones*

The Pharaoh 

The Pumpkin King* 

The Reaper*

Changelog

3/19/17: Crones: Expanded Spells: Ray of sickness replaced with charm person, beast sense replaced with silence

Reaper: Expanded Spells: Destructive wave replaced with cloudkill

Pumpkin King: Expanded Spells: Phantasmal force replaced with spike growth

Invocations: Hexer removed

Comments

TJ Valentine

Tiny question, not sure if it's been missed entirely, but it looks like an invocation called "hexer" had everything but the name left out accidentally. Was the invocation supposed to be removed? Any chance on finding out what the invocation did?

Mage Hand Press

I had no idea that name was still in there! I'll remove it and update the book. The Hexer invocation allowed you to cast Hex at will, I believe. It had to be cut because Hex is not an SRD spell.

TJ Valentine

thanks, would have been great. i feel like way too many of the spells are not OGL

Fabhar

You may want to update the weapon associated with The Reaper due to the recent weapon changes as a result of the new Craftsman.

Ash

This is great; fun and flavorful plus quite large and comprehensive as a Warlock Supplement. Pumpking, Symbol, Faithful Servants can give still give people a genuinely unyieldly skeleton army, but no more so than Clerics can. Handled that balance issue nicely while still making it worth doing. Edit: (hit enter early) Some of pacts Seem a little weak, but I'm a little biased there as I've used Pact of the Tome to basically get the benefits of the standard pacts as is, plus extra features. In particular, invocation for At-Will Levitation Seems to make Pact of the Cloak a little weak (though much nicer flavor). The invocations really make the Pacts make sense though, though some while cool raise a couple questions: Monstrous Carapace. powerful, helps make a decent melee warlock. Can this damage reduction (and the basic skin feature) stack with the Armor Feat. -11 to all damage is on par with monks with range and takes a lot more investment, so it doesn't seem broken. But it might start to if you threw in Barbarian/Warden Resistances, Warden reduction, etc. Monstrous Claws, Alter Self at will already can give most of the benefit, albeit at 15th level. Just curious to hear thoughts about this one. Wisp of Shadow, This one doesn't actually seem to do anything. Pact of the Cloak makes it you always float. I know physically you would take damage if you dropped and then had whiplash hold you a fixed distance above ground, but it game terms, no reason you'd take damage if you don't hit the ground, which the Pact stops you from doing. Guess it helps if you're caught off guard, don't see the point beyond that though. That's more nitpicking though. Not sure which i prefer, the bard-like Pumpkin King with zombie features and Eldritch Bombs, or SCYTHES.

Sgt 86Delta

I think that grabbing from Mythology was a an excellent way to frame the Otherworldly Patrons. Certainly something I am planning on using. (Need to tinker with it and get a feel for unique an obscure combinations.) Thanks.

Eldritch Insights

RAW, yes, Pact of the Skin and Monsterous Carapace stack with Heavy Armor Master, but that's a bit of an investment for any Warlock to make. A barb-lock would be pretty beastly, but really only against mooks: it ain't gonna do crap against dragon breath. The bigger benefit to monsterous claws (aside from having a thematically better option for melee Vampire and Were-locks than Blade) is that you get a second attack, whereas you can't with the alter self ability. Plus, you can only use one of the alter self features at a time. RAW, you're right on the Cloak, but that's not RAI. A person who fell with the cloak on should certainly take falling damage as they slammed into the ground.

Eldritch Insights

That was the thought! What better way to celebrate Halloween than by giving your warlock a fancy costume!

Ash

Yeah. Its definitely an investment. Think the worst it can get to is the L3 Red Warden, L3 Bear Barbarian, 11th Level Warlock, so not really an issue till 17th level, when there's plenty of broken things. Barbarian Rage Reduction to all damage bar psychic, Warden Feral Trance Halving the incoming damage of attack you see, then subtract 11 from blu/pie/sla from the Quartered damage. Suppose technically you can add monk for the final 3 to give you max additional 18 reduction to projectiles that are also pie/sla/blu. That makes 106 Damage become 0 lol. Thanks for reply, thought that might be the case on the others, the flavor for them is certainly stronger than standard options.

Sgt 86Delta

Got a chance to use the Pharoah patron reskinned for the Dragon Kings of Dark Sun. This particular Dragon King was titled, The Undying One. Used Pact of the Skin, Master of the Dunes, and was playing a Half Giant (Goliath) for a race. Worked out well for a Desert based set of encounters.

Mage Hand Press

Sweet! It's good to know that the Pharaoh feels at home in Dark Sun

John Hoffman

Is there a reason Reaping Blade is a bonus action and not a static effect? There isn't a limit to how often you use it so it appears to just be a first turn action economy-tax. Which I'm not saying is bad or anything, just making sure I'm not missing something.

Mage Hand Press

I believe the reason was to mimic the action economy tax of the shillelagh cantrip.

Eldritch Insights

Yesssssss...bow to the might of the Dragon Kings!

John Hoffman

I enjoy The Reaper patron a lot, playing a very fun flavorful character because of it, but Fear the Reaper annoys me a bit. The idea is that you j still the fear of death into people, but whenever you hurt them, trying to make them meet death, it gives them a chance to NOT be afraid of you. I get the mechanical necessity of it, but it feels inelegant.

Mage Hand Press

The big problem here is that the frightened condition gives the target disadvantage on all attack rolls while you're in sight. Being able to pull that off at will allows your party to dog-pile the target then be at almost no risk of damage until the end of its turn. Making the fear leave with damage at least means that this feature isn't as useful in duels, but can be used to temporarily remove targets from a fight, even if those targets aren't in the middle of a scuffle. I admit, it's not thematically awesome, but it's a mechanical compromise.

John Hoffman

Thanks! I appreciate that you respond to all my comments about my little nitpicks and such. I don't want you thinking I dislike everything, I love just about everything y'all put out! I only really point out stuff like this in an attempt to help out or get more insight into the process! Thanks again for all the hard work!

Mage Hand Press

Nah man, I love the feedback. It's super helpful to know the weak points and mistakes in our work, even if they were more or less justified. It's all a process which, hopefully, will lead to us making better and better stuff