Scarecrow Master (5e Subclass)

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Scarecrow Master[edit]

"A scarecrow don't care what it watches — crows, men, or worse. It just waits, patient as the soil, 'til something needs burying. If you listen long enough, the fields will speak to you. If you answer, the Scarecrow King will hear." — Old Gramble, teaching his grandson the ways of the field

Lore[edit]

Legends speak of a Scarecrow King, a forgotten deity or ancient construct who watches over fields long left to ruin. Bound to the cycle of decay and renewal, the Scarecrow King offers its power to those who seek dominion over life through fear and unyielding patience. Its servants are bound to the eternal harvest, acting as wardens of forgotten places and reapers of souls ready for the next cycle. The Scarecrow King whispers secrets of tireless constructs, undying vigilance, and the slow, inevitable march of entropy.

Expanded Spell List[edit]

The Scarecrow King 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.

Scarecrow King Expanded Spells
Spell Level Spells
1st Cause Fear, Disguise Self
2nd Hold Person, Pass Without Trace
3rd Fear, Bestow Curse
4th Phantasmal Killer, Greater Invisibility
5th Cloudkill, Insect Plague

Sentinel of the Fields[edit]

At 1st level, your connection to the Scarecrow King grants you unnatural patience and vigilance. You no longer need to sleep and instead enter a dormant state for 4 hours a day. During this time, you remain aware of your surroundings and count it as a short rest. You cannot be surprised, and you gain advantage on Wisdom (Perception) checks.

Additionally, your body begins to subtly reflect your patron's influence. Your skin takes on a weathered, stitched appearance, and your heartbeat slows to a near standstill. You can hold your breath indefinitely, and as long as you remain motionless, you are indistinguishable from a mundane scarecrow unless a creature succeeds on an Intelligence (Investigation) check against your spell save DC.

When you cast a spell that causes fear, the target suffers disadvantage on the initial saving throw.

As a bonus action, you can invoke the Scarecrow King's unsettling presence. Choose one creature within 30 feet that can see you. The creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. You can use this feature once per long rest.

Scarecrow Servitor[edit]

Starting at 6th level, your patron grants you the power to create tireless constructs. As an action, you can animate a Scarecrow Servitor — a Small construct made of straw, wood, and bone — from nearby materials. The servant uses the statistics of a homunculus but with immunity to the frightened condition and the ability to deliver melee attacks using your spell attack modifier.

You can summon this servant once per long rest, and it remains for 1 hour, until destroyed, or until dismissed as a bonus action.

Harvest the Fearful[edit]

At 10th level, you can siphon power from fear itself. When a creature within 30 feet of you fails a saving throw against being frightened, you can use your reaction to regain hit points equal to your warlock level + your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus per long rest, but only once per creature per turn.

Additionally, when you deal damage to a creature with a spell or weapon attack, if that creature is frightened or surprised, it must succeed on a Wisdom saving throw against your spell save DC or become frightened until the end of your next turn.

Husk of the Reaper[edit]

At 14th level, you embrace the full power of the Scarecrow King. As an action, you can take on the visage of a living scarecrow for 1 minute. In this form, your body becomes gaunt and stitched, your eyes glimmer with malevolent light, and your motions become jerky and unnatural. You gain the following benefits:

  • You become immune to the frightened condition.
  • You can see through magical darkness.
  • Creatures frightened by you have disadvantage on attack rolls against you.
  • When you reduce a creature to 0 hit points, you can force one creature within 10 feet to make a Wisdom saving throw against your spell save DC or become frightened for 1 minute.
  • When you assume this form, each creature of your choice within 30 feet that can see you must succeed on a Wisdom saving throw against your spell save DC or become frightened until the end of your next turn.
  • While motionless in this form, you are indistinguishable from a mundane scarecrow.

Once you use this feature, you can't use it again until you finish a short or long rest. }}

Patron Lore[edit]

Patron Origins
Name Title Nature
The Crooked Harvester Lord of the Forgotten Fields A forgotten harvest deity cursed to watch over abandoned places.
Old Grinny The Smiling Watcher A trickster spirit bound to scarecrows, bringing fear to those who neglect the fields.
The Twinefather Weaver of Husk and Bone An ancient construct-god who animates broken bodies and stitched forms.
Harrow the Sleepless The Restless Warden A spectral guardian who watches over forgotten graveyards.
The Straw Emperor King of Rot and Ruin A cursed monarch stitched into a scarecrow husk, ruling over endless autumn.

Cult Names[edit]

  • The Harvestbound
  • The Rusted Circle
  • Children of the Hollow Field
  • Wardens of the Crooked Harvest
  • The Strawbound Choir
  • The Unseen Reapers

Pacts and Bargains[edit]

Warlocks of the Scarecrow King rarely make pacts in the light of day. Their bargains are whispered beneath crows' wings or carved into weathered fence posts.

Possible Pacts
Pact Type Ritual
Binding Pact Bury your own heart in a field, replacing it with **a crow's feather**.
Dream Bargain Sleep under a scarecrow for seven nights without speaking a word.
Curse of the Husk Be buried alive in straw for one night, emerging **changed**.


Eldritch Invocations[edit]

New Invocations
Name Level Requirement Effect
Eyes of the Crow 3rd Level Gain **darkvision 120 ft.** and the ability to see through the eyes of your Scarecrow Servitor.
Huskbinder's Grasp 5th Level When you cast Cause Fear, you can restrain the target if they fail their saving throw.
Fear Reaper's Grin 7th Level Once per long rest, when a creature frightened by you dies, you regain **1d10 hit points**.

Roleplaying Tips[edit]

  • Speak only when necessary.
  • Carry straw or crow feathers as offerings.
  • Always **watch** — never blink if you can help it.
  • Tie small nooses from twine during long rests.
  • Answer questions with riddles or distant stares.

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