Warlock Patron: Genius Locus

Source: Aerune Homebrew   Though many patrons often compel their warlocks to travel and adventure, either for glory or for goods, the genius locus patron is the singular place where its warlocks are most powerful. Most places that are genius locii are ancient, complex sites: the ruins of a former empire’s capitol, a haunted network of caverns and deep shafts, a bustling city with a liveliness that supercedes its citizens, a palace and its ancestral grounds, or the divine area of an enormous temple. Depending on the place and its history, the genius locus may tend towards helping its denizens thrive, simply surviving any further destruction or demolition, or attacking any who cross its borders.   A genius locus will rarely have more than one or two warlocks at a time, being a finite area with relatively finite magic, compared to other patrons. As a result, the genius locus seems to be intensely invested in the survival of its warlock(s) and grants them many protective spells and boons to help them remain free and unmolested through its grounds… as well as a few abilities to deal with magical items or malicious individuals.   Your genius locus may be the place where you were born, or a place you were raised, or a place where you fled and took shelter after a great battle or disaster. Whatever the place, whatever the reason you’re there, you are greatly loathe to leave it--for your patron boons do not extend beyond its borders. Part of the pact between you and your patron is that you will defend its lands (and its denizens, if applicable) - whether that means exterminating criminals, evicting invading miners, or redirecting any hapless soul who stumbles too far in.   You may love the place of your patron, or you may resent it, or you may be desperate to escape and leave. Regardless, you have committed to defending the genius locus, and straying for too long will have dire consequences as the bond between you and your magic-giving patron fades.  

Expanded Spell List

  The genius locus 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.   spell level: Spell
1st: Identify, Disguise Self
2nd: Blur, Levitate
3rd: Curse, Slow
4th: Freedom of Movement, Greater Invisibility
5th: Geas, Seeming

Patron Boons

 

Memorized Maze

  Starting at 1st level, you have intimate knowledge of the layout of your genius locus, be it a city, a port, a mountain, a cave network, or any other territory (no larger than 25x25 miles). You cannot become lost by any means, and you can move at a normal pace stealthily. If you are moving at a fast pace, any attempts to follow you are also made at disadvantage.  

Earthshudder

  Starting at 6th level, you can call upon your patron to unsettle an opponent while in your patron’s territory. Choose a 20-foot circle within 60 feet that you can see, and for the next minute, it counts as difficult terrain. Any creature within the area when the spell begins, or any creature who starts their turn there, must make a DEX save against your warlock spell DC + your proficiency modifier (effectively doubling your proficiency for this action) or be knocked prone. You alone are immune to this effect and can move through the area as normal. You can use this feature once per short or long rest.  

Eyes in the Eaves

  Starting at 10th level, you cannot be tracked by any means while in the area of your genius locus. Anyone attempting to use a spell like Scrying or Locate Person to find you suffers disadvantage to do so. You immediately sense a failed attempt or a successful spell, and you can use your reaction to attempt to make a success into a two-way perception. Roll a spell attack against the scryer’s spell DC; if you succeed, you can observe them in the same way (and with the same constraints) as they observe you, or you can end the spell immediately as though you had cast it.  

Uninvited

  Starting at 14th level, you can use an action to forcefully evict a Large or smaller target creature from the area of your genius locus. The creature is magically shotputted into the air in an arc that will land it approximately a mile away from the edge of your patron’s territory. (You can control the general direction of its travel. It will not collide with any structures or terrain within your patron’s domain.) It suffers 12d6 bludgeoning damage from the impact of landing and is knocked prone. If the target can fly or has an ability like Featherfall, it takes no damage. If the creature is knocked unconscious, it is considered stable unless further damage reinstitutes combat status. You can use this feature once per long rest.