D&D 5E The Regenerator - Warlock Patron
D&D 5E The Regenerator - Warlock Patron
Patron
You have made a deal with an entity of great perseverance. It is a creature that does not
wish to die, and has developed great powers to make sure it does not. You have learned
to tap into this creatures magical powers to full your own. This gives you the magical
abilities you possess, and also the extraordinary additional features unique to your
patron. Your patron is likely something that has been close to the edge of death, such as
a nearly slain divine entity of less significance.
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Regeneration
At 1st level, you may draw upon your patrons power to heal yourself. As a bonus action you
may activate this feature for 1 minute. During this time you regain hit points equal to half your
proficiency bonus(rounded up), at the end of your turn. Once you have used this feature you
may not use it again until you finish a short or long rest.
Starting at 10th level you may used this feature twice between short or long rests and again at
18th level you may use it three times between short or long rests, but you only regain one use at
the end of a short rest. You regain all uses at the end of a long rest.
Eldritch Stitches
At 6th level, your body starts to show signs of your constant healing. Your body is being fixed so
fast that it leaves behind scaring all over your body. You learn to infuse these scars with your
eldritch magic. At the end of a long rest you may select one of the 5th level or lower spells you
known and infuse it into your scars. You may then later cause your scars to open letting you
cast the spell without expending a spells slot at the level it would have been if you cast it using
one of your warlock spell slots. Once you have cast it you take 4d4 damage, and may not cast
the spell using this feature again until you finish a long rest. When you finish a long rest, and
you have not used this feature you may change the spell you prepared or keep the same spell
prepared.
Reattach
At 10th level, you learn to put your or other's bodies back together in case they would need to
be. This power allows you to heal those in dire need. As an action you may attach a lost limb to
a creature or yourself. When you do this to a creature that is not yourself. You must spend one
of your warlock spell slots to do so. When you do this the creature you targeted can spend one
of its hit dice immediately as if it had just finished a short rest. You may also use this feature
against another creature that is at 0 hit points, but not dead.
Reassembly
At 14th level, you have learned that you no longer need your original body parts, and you may
change yourself as it fits you. When you kill a humanoid creature you may use some of their
body parts to empower yourself. If you kill a creature that has any of the following traits you may
spend a short rest to gain the trait, and destroy the body in the process. You may only have a
total of 3 of these features at the same time. If you try to gain a new one after you have three
already it will not work, unless you get rid of one of the features you already have.
● Darkvision (60 ft. or 120 ft.)
● Dwarven Resilience (Dwarf)
● Dwarven Toughness (Dwarf, Hill)
● Keen Senses (Elf)
● Fey Ancestry (Elf or Half-Elf)
● Trance (Elf)
● Fleet of Foot (Elf, Wood)
● Halfling Nimbleness (Halfling)
● Naturally Stealthy (Halfling, Lightfoot)
● Menacing (Half-Orc)
● Relentless Endurance (Half-Orc)
● Savage Attacks (Half-Orc)
● Hellish Resistance (Tiefling)
The Following may only be taken as a group of three:
● Draconic Ancestry (Dragonborn)
● Breath Weapon (Dragonborn)
● Damage Resistance (Dragonborn)
If you DM is allowing Elemental Evil Player’s Companion then these might also be allowed:
● Flight (50 ft.) (Aarakocra)
● Talons (Aarakocra)
● Stone Camouflage (Svirfneblin)
● Unending Breath (Genasi, Air)
● Earth Walk (Genasi, Earth)
● Fire Resistance (Genasi, Fire)
● Acid Resistance (Genasi, Water)
● Amphibious (Genasi, Water)
● Swim (Genasi, Water)
● Natural Athlete (Goliath)
● Stone’s Endurance (Goliath)
● Powerful Build (Goliath)
● Mountain Born (Goliath)
If you DM is allowing Sword Coast Adventure’s Guide then these might also be allowed:
● Silent Speech (Ghostwise Halfling)
● Winged (Tiefling, Feral)
If you DM is allowing Volo’s Guide to Monsters then these might also be allowed:
● Celestial Resistance (Asimar)
● Radiant Soul (Asimar, Protector)
● Radiant Consumption (Asimar, Scourge)
● Necrotic Shroud (Asimar, Fallen)
● Powerful Build (Firbolg, Goliath, Bugbear and Orc)
● Natural Athlete (Goliath)
● Stone’s Endurance (Goliath)
● Mountain Born (Goliath)
● Expert Forgery (Kenku)
● Mimicry (Kenku)
● Bite (Lizardfolk)
● Hold Breath (Lizardfolk)
● Natural Armor (Lizardfolk)
● Hungry Jaws (Lizardfolk)
● Feline Agility (Tabaxi)
● Cat’s Claws (Tabaxi)
● Cat’s Talent (Tabaxi)
● Guardians of the Depths (Triton)
● Long-Limbed (Bugbear)
● Sneaky (Bugbear)
● Nimble Escape (Goblin)
● Menacing (Orc)
● Magic Resistance (Yuan-Ti Pureblood)
● Poison Immunity (Yuan-Ti Pureblood)
Your DM might allow other features, but they should be something that has to do with the
creatures anatomy, and not common training or magic.