TEXT:  
   
   
   
   
   
   
   
   
   
   
  Otherworldly Patron 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Pharaoh 
  The ancient kings of the deserts, known as pharaohs, were 
  more gods to their subjects than mortal lords. This 
  veneration was not without cause, for the masters of the 
  sands were indeed godlike in their powers: they forged 
  cities out of living sand, raised great pyramids to channel 
  their mighty divine power, and even mastered death itself. 
  You, though either luck, determination, or great misfortune, 
  have come under the sway of one of these old masters, and 
  they grant you a portion of their immense power. 
  Pharaoh's Will 
  The pharaohs of old are not as capricious with their gifts as 
  other patrons may be, and demand much from you. When 
  you make this pact, you gain a bond dependent on the 
  pharaoh to which you are bound. Choose one from the list 
  below, or roll 1d10 to determine randomly: 
  d10 Pharaoh 
   
  1 
  Ra. I glory in the sun, and will endeavor to bring my great 
  and terrible light to all corners of the world. 
  2 
  Isis. I seek magic in all its forms, and will stop at nothing to 
  gain a new trinket or bauble. 
  3 
  Thoth. Knowledge is power, and I seek to be more 
  powerful than all. No scrap of knowledge shall be kept from 
  my grasp. 
  4 
  Bast. Felines are divine beings, and deserve my 
  supplication. I will guide everyone to this great bit of truth. 
  5 
  Horus. I am king of kings, lord of lords. I bow to no man, 
  and all will one day bow to me. 
  6 
  Sekhmet. This world is impure, forsaken, dying. I seek to 
  revel in its destruction, purified by the terrible light of the 
  sun. 
  7 
  Hathor. Joy and mirth are the greatest of all miracles, and I 
  seek to indulge in every from of delight, mortal or 
  otherwise. 
  8 
  Seth. The great and vast desert holds the secret to true 
  immortality. I will show all this secret, and cover the world 
  with sand. 
  9 
  Anubis. Life is a stain upon the vast majesty of creation. I 
  will remove those weak many who can still die, and create a 
  new paradise for the immortal. 
  10 
  Amun. Though I granted them the whole of their world, the 
  mortals have forgotten me. I will show them the true face of 
  their god, and force them to their knees in reverence. 
  The pharaoh to whom you are bound will hold you to this 
  bond until he/she bestows the secret of immortality on you 
  at 14th level. 
  Ancient Pharaoh Expanded Spells 
  Spell Level 
  Spells 
  1st 
  bane, create or destroy water 
  2nd 
  blur, dust devil 
  3rd 
  bestow curse, wall of sand 
  4th 
  dominate beast, guardian of faith 
  5th 
  contagion, insect plague 
   
  Master of the Dunes 
  At 1st level, your patron imbues you with the hardiness to 
  not only survive in the desert, but thrive. You no longer 
  require food or water, nor do you suffer any ill effects from 
  dehydration. As well, you can survive comfortably in 
  temperatures up to 300° F, and you gain advantage on 
  Investigation and Perception checks while in a desert. 
   
  
   
  Twisting Sands 
  At 6th level, you may transform yourself and any gear you 
  are carrying into a whirling cloud of sand as an action and 
  move up to twice your speed in any direction. At the end of 
  this movement, you immediately transform back into your 
  normal form. While you are in your sand form, you are 
  immune to damage and do not provoke Opportunity 
  Attacks. Once you use this ability, you must take a short or 
  long rest before you can do so again. 
       If you use this ability while in a desert or over sand, you 
  may do so at will and you may move up to 4 times your 
  speed. 
  Shaper of the Sands 
  At 10th level, the pharaohs grant you the ability to shape 
  the sands to your whims. As an action, you may cast the 
  fabricate spell without using a spell slot, though you may 
  only use this ability on sand. You may create objects and 
  structures out of sand, sandstone, or glass. Additionally, 
  you may use this ability to craft weapons and armor you are 
  proficient with out of sand, even if you do not have 
  proficiency in the appropriate crafting tools. If anyone 
  other than you attempts to use a weapon or suit of armor 
  created by this skill, the object immediately crumbles into a 
  pile of sand. 
  Lord of the Wastes 
  By 14th level, you have proven your resourcefulness and 
  devotion to your master, and he/she grants you the gift of 
  immortality. You undergo a ritual taking 7 days, consisting 
  of a number of incantations, noxious potions, and ritual 
  marking, culminating in the removal of your still-beating 
  heart. The organ is then placed in a sealed canopic jar, the 
  wound is sealed, and the ritual is complete: while not truly 
  undead, you are now in a perpetual state of near death. This 
  transformation carries several benefits: 
  • You no longer accrue penalties for aging, and cannot die 
  of old age. 
  • You do not take any extra damage from critical hits 
  • You are resistant to necrotic damage 
  • If you die, so long as your heart is intact you will 
  resurrect automatically 24 hours from the time you were 
  slain. You reappear in a prepared chamber housing a 
  sarcophagus, the same chamber the ritual took place in. 
  This occurs even if your body is completely destroyed, 
  such as by a disintegrate spell. 
       This blessing does come with a deadly drawback: your 
  heart is highly vulnerable. Should a foe find your heart, 
  smash the canopic jar, and pierce the organ with an iron 
  spike, you instantly die, and your body turns to dust. You 
  cannot be returned to life, except by a true resurrection or 
  wish spell, or through divine intervention.   
       This transformation transcends the body; should you be 
  restored to life in that manner, you come back in this same 
  state, and your heart reappears in a reformed canopic jar. 
  New Pact Boon 
  Your otherworldly patron bestows a gift upon you for your 
  loyal service. 
  Pact of the Symbol 
  Your patron believes itself to be a god of some sort, and 
  views it's pact with you much as a god views its 
  relationship with its clerics. You are granted a holy symbol 
  which you can use as a spell focus. This holy symbol does 
  not take the shape of any holy symbol used by the gods of 
  your world, though it may be similar. You can summon it 
  to your hand or dismiss it with a bonus action. 
       While you are hold this holy symbol, you can cast the 
  sacred flame cantrip at will. Additionally, when you use the 
  symbol as a spell focus and deal damage with a warlock 
  spell, you can choose for the spell to deal necrotic or 
  radiant damage instead of its normal damage type. 
  New Invocations 
  If an eldritch invocation has prerequisites, you must meet 
  them to learn it. You can learn the invocation at the same 
  time that you meet its prerequisites. 
  Mock Divinity 
  You channel your patron's mock divinity in a display of 
  "divine" power. As an action, you may brandish your 
  symbol to Turn Undead, as per the cleric class features. 
  Once you use this ability, you must take a short or long rest 
  before you can do so again. 
  Faithful Servants 
  Prerequisite: 7th level, Pact of the Symbol feature 
  You may cast the spell animate dead without using a spell 
  slot or requiring material components. This spell is cast as 
  if using a spell slot of a level equal to the level of your pact 
  magic slots. Once you use this ability, you must take a long 
  rest before you can do so again. 
  I Am Alpha 
  Prerequisite: 11th level, Pact of the Symbol feature 
  You may cast the spell raise dead without using a spell slot 
  (you must still provide material components). Once you use 
  this ability, you must take a long rest before you can do so 
  again. 
   
  
   
  I Am Omega 
  Prerequisite: 15th level, Pact of the Symbol feature 
  You may cast the spell divine word without using a spell 
  slot. Once you use this ability, you must take a long rest 
  before you can do so again. 
  New Weapon 
   
  The kopesh is an oddly shaped sword, straight-bladed from 
  the pommel up until dramatically curving outward and 
  ending in a hooked point, giving it a look similar to a cross 
  between an axe and a short sword.  The hooked backside of 
  the weapon, though blunt, is an extremely helpful tool 
  when attempting to trip or drag a foe. 
       Hooked. When you make an attack with this weapon, 
  you may make a shove attack as a bonus action 
  immediately after. 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Kopesh 
  25 gp 
  1d6 slashing 
  4 lb. 
  Light, Finesse, Hooked 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Pharaoh.pdf