The Old Goat

Warlock Subclass
Some are tempted into making an ill-advised deal with Baele, god of lies. The Old Goat is glad to offer arcane secrets and power upon the mortal plane, usually in return for the warlocks immortal soul upon their death. However, every now and then a particularly crafty warlock manages to out-trick the trickster and get the better end of the deal or wiggle out of the price. The Deal Spinner appreciates the grift and lets it slide...but is also willing to negotiate a new deal... The Old Goat patron for warlocks is as follows.
Expanded Spells
The Old Goat 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
Spells
1
Bane, Disguise Self
2
Blur, Pyrotechnics
3
Blink, Fireball
4
Fire Shield, Phantasmal Killer
5
Dominate Person, Mislead
 
The Twisted Horns of Luck
Starting at 1st level, you can call upon your patron to twist probability in your favor...but beware his tricks! When you need to make an attack roll, ability check, or a saving throw at disadvantage you may roll a third d20 and discard one of the rolled dice before taking the lowest result from the remaining two dice.
 
Smoky Escape
Starting at 1st level, you can vanish in a puff of smoke in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell. You can use this feature once for every three levels of warlock you have (rounded down, minimum 1). You regain all uses after a long rest.
 
Pact Boon
At 3rd level, when you gain the Pact Boon feature you may select from Pacts that lack prerequisites such as the Pact of the Blade or the Pact of the Chain. You may also choose any other Pact for which you meet the prerequisites, such as the deceptive Pact of the Perfidious.
 
Mindtwisting Presence
Starting at 6th level, your patron bestows upon you the ability to project a mindtwisting presence to awe the weak minded. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice).
Affected creatures make an additional Wisdom saving throw at the end of each of their turns, with success removing the charmed or frightened condition. If an affected creature starts their turn at least 150 feet distant from you, the charmed or frightened condition is also removed. You can use this feature once for every three levels of warlock you have (rounded down). You regain all uses after a long rest.
 
Beguiling Defenses
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
 
Mindtwisting Schism
Starting at 14th level you can twist a creature's mind into a psychological schism that leaves them temporarily catatonic. As an action, choose a creature that you can see within 60 feet of you. It must make an Intelligence saving throw against your warlock spell save DC; creatures that are resistant to psychic damage have advantage on this saving throw. On a failed save, the creature suffers the paralyzed condition and takes 4d10 psychic damage. While paralyzed, the creature appears to be having a seizure, as they experience intense and horrific hallucinations that only they can sense.
An affected creature makes an additional Intelligence saving throw at the start of each of their subsequent turns, with success removing the paralyzed condition and ending the effect; otherwise the creature remains paralyzed and takes another 2d10 psychic damage. If the creature would be reduced to 0 hit points by damage from this feature they drop to 1 hit point instead, the paralyzed condition is removed, and they gain an Indefinite Madness (a new flaw) selected or rolled for from the following list:
d4
Indefinite Madness (flaw)
1
I can't trust my own memories.
2
When I see my reflection, I don't recognize myself.
3
I see at least two sides to everything, and struggle to make a decision.
4
I am prone to bouts of self loathing, particularly when I fail at something.
This feature has no effect on undead, constructs, and creatures that are immune to psychic damage. Once you use this feature, you can't use it again until you finish a long rest.

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