Warlock

Description

Seekers of the knowledge that lies hidden in the fabric of the multiverse, Warlocks use pacts made with mysterious beings of supernatural power to unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.  
  • Every creature has a starting amount of Spell Points (SP) equal to 4.
  • Each attribute point spent during character creation towards a caster's Spellcasting Attribute increases their Spell Points (SP) by another 4.
  • Choose 1 Subclass from any 4 Subclasses of Warlock from the Patrons.
  • Each Warlock must sign their own pact with their supernatural patron of choice. This is a binding contract that is final.
  • It is a Warlock’s own responsibility to portray their connection with their otherworldly patron however they see fit. They may only use a patron for the express purpose of being granted the powers listed within this sheet.
  • Short rests only grant +12 SP for Warlocks.
 

Subclasses

 

Pact Boons

 

Eldritch Invocations

Eldritch Mind
Your mind is fortified by unworldly powers. You gain access to Telekinesis (if you didn't already have it) and Telekinesis' effect is increased by 1 tiles. You receive +1 INT Saving throw.
Agonizing Blast
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals.
Lance of Lethargy
Whoever is struck by your Eldritch Blast, will be Slowed for 1 turn.
Repelling Blast
When you hit a creature with Eldritch Blast, you can push the creature up to 2 tiles away from you in a straight line.
Fiendish Vigor
You are able to empower your lifeforce 1d10+2. This is usable once every long-rest.
Whispers of the Grave
The Warlock is able to commune with the deceased at will. The length a target has been deceased is a deciding factor in how much information there is to be gleaned.   By opening up a DM ticket, the Warlock can commune with the recently PK’d from beyond the grave. Both the Warlock and person playing the contacted spirit will be pulled into a narration ticket where they are free to roleplay for a length not exceeding 3 questions asked by the Warlock. The character playing the communed spirit must consent to this ritual.
Witch Sight
Expert Mastery Required.
When active, gain the ability to see through Illusions to what truly lies beneath. Having Witch Sight unlocks the Detect Illusion ability, which can be used to identify those who are using illusions to disguise themselves. This includes the Disguise Self ritual, but does not include Polymorph. Detect Illusion can be cast once per hour while Witch Sight is active.   The Warlock also gains +4 to perception and Darkvision while Witch Sight is active. This invocation has an active duration of 4 hours and costs a Small Component Pouch to cast. Warlocks with Witch Sight unlock the True Seeing ritual at Master. Castable once per short rest.
   

Pact Boons | Pact of the Blade

Warlocks who choose the Pact of the Blade as their boon gain access to summon a Pact Weapon at any time. This weapon cannot be stolen from the Warlock as it has the ability to be dematerialized at will, and is considered a magical weapon. The Pact Weapon does not need to be represented by the Warlock on their person, as long as the summoning of the Pact Weapon is emoted appropriately, though the Warlock may choose to represent it. Summoning the Pact Weapon in combat follows the same rules as switching weapons.  
  Novice
Base Pact Bonus   Adept
Thirsting Blade
You gain a free action attack if your main action is a weapon attack with your Pact Weapon.
  Expert
Eldritch Smite
After successfully hitting a target with their weapon the Warlock can deal an additional 1d6+Mastery force damage to that target as a free action by spending 1 spell points. Additionally on a failed STR or DEX save (whichever is highest), they are also knocked prone. Eldritch Smite may only be used once per round by the Warlock.
  Master
Improved Pact Weapon
The Warlock’s pact weapon gains a +1 to all attacks to hit, as well as a +1 True damage.
   

Pact Boon | Pact of the Tome

Warlocks who choose the Pact of the Tome as their boon gain access to a grimoire fashioned by their patron. This is a magical item that is made specifically for the Warlock that only they may draw spell power from. If a Warlock's grimoire is stolen from them, they may spend their time during a Short Rest to create a new one from any available book or journal.  
The warlock gains +6 SP.
The Warlock gains access to the following Spells:
Rituals
  Novice
Base Pact Bonuses   Adept
Book of Ancient Secrets
The Warlock has altered their Grimoire to contain rituals in addition to being a source of spellcasting power alone. They gain access to the Bestow Curse spell and Magic Circle ritual. They additionally gain access to +3 SP.
  Expert
Gift of the Protectors
As a free action, when any creature whose name is inscribed in your tome is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. The target takes their turn right away following the Warlock for this one round. Usable once a long rest and cannot be used on yourself.
  Master
Aspect of the Moon
You no longer need to sleep and can't be forced to sleep by any means, gaining immunity to Sleep.
   

Pact Boon | Pact of the Talisman

Warlocks who choose the Pact of the Talisman as their boon gain access to a Talisman that the wearer is bonded to at all times. This normally irremovable talisman can affect strange protection and powers on the wearer.   The Warlock gains +6 HP   Novice
Base Pact Bonuses   Adept
Bond of the Talisman
Your bond with the talisman has been strengthened and you can now share the wearers benefits. You receive +1 DT and an additional +6 HP. As a bonus action, the bondage of your talisman can be extended to another person once per long rest for 8 turns. This makes an ally eligible for Rebuke of the Talisman.
  Expert
Rebuke of the Talisman
After being struck by a melee attack, you may spend your Reaction to force the attacker to make a STR or DEX saving throw, whichever stat is higher, against a DC14+Mastery. On a failed save, they take Psychic damage equal to your CHA+Mastery level and are pushed 2 tiles away. Half damage and no forced movement on a successful save.
  Master
Protection of the Talisman
As a bonus action, you may grant anyone (including yourself) the protection of your talisman until the next short rest. This is usable once per short rest. +1 DT and +1 WIS Saving Throw.
     
 

Pacts

 

Pact of the Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.  

Perks

 
Spell List
Warlocks who choose to make a Pact of the Fiendish get access to the below spells in addition to those already known from being a Warlock.

Novice
Fire Bolt
Hellish Rebuke
Tasha’s Mind Whip
Burning Hands
Scorching Ray

Adept
Fireball
Flame Weapon
Fire Shield

Expert
Dolorous Decay
Immolation

Master
Flame Strike
 
Rituals
  Novice
Eldritch Elements
Gain +2 elemental damage on elemental spells given to this class through its core or subclass spell list, effecting spells that deal Cold, Lightning, and Fire damage. Also gain +1 to attack with all AC targeting spells.
Dark One's Blessing
The Warlock may spend a Bonus Action to heal itself with 2d4+Spellcasting Modifier hitpoints, as well as increasing their Spell DC by 1 until the end of their next turn. This ability may be used an amount of times equal to their Mastery level.
  Adept
Silvered Words
Your Persuasion and Deception skills +2 each.
Fiendish Artillery
As a bonus action the warlock can spend 2 SP to cast one of the follow at a target within range:
  • Ray of Frost
  • Eldritch Blast
  • Fire Bolt
  •   Expert
    Hurl Through Hell
    When the Warlock strikes a creature with any weapon attack or AC targeting spell, they may instantly banish the target to the lower planes to hurtle through a nightmare landscape as a bonus action for one turn and takes 2d6 Psychic damage.   The target loses their next turn and returns on the turn afterwards in the exact place they were before being banished, after taking 2d6 Psychic damage. While the target creature is banished, it cannot be the target of attacks.   This may be done once per long rest.
      Master
    Blessing of the Fiend
    Hurl through Hell gains one additional use.


     

    Pact of the Great Old One

    Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Dagon; and other unfathomable beings.  

    Perks

     
    Spell List
    Warlocks who choose to make a Pact of the Great Old One get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Vicious Mockery
    Mind Sliver
    Dissonant Whispers
    Tasha's Hideous Laughter

    Adept
    Crown of Madness
    Mind Spike
    Telekinesis
    Evard's Black Tentacles

    Expert
    Eyebite
    Dominate Creature
    Mental Prison

    Master
    Psychic Scream
    Rituals
    Adept
    Sending

    Expert
    Dream
      Novice
    Awakened Mind
    Your connection to your otherworldly patron has filled your mind with insights incomprehensible to most. You can speak, read, and write Deep Speech and gain +2 Insight.
    Entropic Ward
    As a bonus action you can shield your body with otherworldly forces, you gain +2 AC and +1 DT for 2 turns. This can be used once per mastery level per short rest.
      Adept
    Mind of Madness
    Your Entropic ward grows stronger, on top of the bonus to AC your mental saving throws are raised by +1, until the end of your next turn.
    Mental Spike
    At Adept level, the Warlock gains the ability to project its mental force on others. As a bonus action deal 2d6+Mastery psychic damage to a target. This can be used a number of times per short rest equal to your charisma modifier.
      Expert
    Otherworldy Force
    The warlock’s mind is reshaped, finding new ways to toy with the reality around it. You gain a form of natural telekinesis which allows you to interact with objects within 5 tiles using your spellcasting score as if it were strength.   As an action force a target to make a STR saving throw. On a failed save the target takes 3d6+Casting modifier Force damage and is knocked prone. This can be used once per short rest.
      Master
    Psychic Expansion
    Gain resistance to Psychic Damage and a second use of Otherworldly Force.


     

    Hexblade

    Hexblades, are granted power through few patrons. Martial blades often become the warlock’s focus, to which they may channel otherworldly skill and prowess. Born of the Shadowfell, Hexblades are granted their power from the Raven Queen. The Raven Queen is said to be obsessed with keeping and observing fragments of memory that are often offered by her followers. As such, it is often thought that blades formed by her penetrate the very soul, and extract memory with their devastating blows. However, in rare circumstances a warlock may come into contact with weapons that have already been imbued with her touch; such as the famed Blackrazor.  

    Perks

     
    Spell List
    Warlocks who choose to make a Pact of the Hexblade get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Aid
    Wrathful Smite
    Shield
    True Strike

    Adept
    Cone of Cold
    Crown of Madness

    Expert
    Staggering Smite

    Master
    Banishing Smite
    Destructive Wave
      Novice
    Pact Warrior
    The Hexblade can make weapon attacks with their Pact Blade using their Charisma modifier instead of their Strength or Dexterity. They are also proficient with Medium Armor and shields.
    Hexblade's Curse
    Mark your victim for ruin and destruction. Once per short rest, as a Bonus Action, a Hexblade may unleash a curse upon a foe for 4 SP. The target of the Hexblade's curse suffers -1 DT per the Hexblade’s Mastery Level until they are downed, the Hexblade who casted the curse is downed, or combat ends.   The caster of the curse receives +1 attack equal to their Mastery Level whenever making an attack with their Pact Weapon against a cursed target. Only one target can be cursed by a Hexblade at a time.
      Adept
    Improved Hexblade's Curse
    Your hexes grow more powerful. The target cursed by your Hexblade’s Curse gains a -2 to attack.
    Siphon Curse
    Seize your victim’s essence. If the target cursed by the Hexblade reaches 0 hit points, the Hexblade may use a Free Action regardless of turn order to heal themselves for their Mastery Level + Charisma Modifier + 5.
      Expert
    Armor of Hexes
    At the Expert level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to heal for 1d4 + Mastery. This is useable mastery level amount of times per short rest.
        Master
    Sting of Maledictions
    Your Hexblade’s Curse feature can be used twice per short rest.


     

    Undying

    Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.   In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.  

    Perks

     
    Spell List
    Warlocks who choose to make a Pact of the Undying get access to the below spells in addition to those already known from being a Warlock.

    Novice
    Sapping Sting
    Fear
    Ray of Enfeeblement

    Adept
    Vampiric Touch
    Crown of Madness

    Expert
    Enervation
    Negative Energy Flood
    Dolorous Decay

    Master
    Abi-Dalzim's Horrid Wilting
    Power Word: Heal
      Novice
    Blessings of Undeath
    Your hit die becomes a 1d8.
    Defy Death
    You can grant vitality to defy death. You may restore 10 + Spellcasting modifier hit points to yourself. This may be used once per short rest and only if you are at 0 hit points with the Downed status.
      Adept
    Undying Nature
    You can hold your breath indefinitely and do not require food, water, or sleep. In addition you are immune to “Charmed” and “Poisoned” conditions as well as Poison damage. For every 10 years that pass your body ages 1 year and cannot be magically aged.
    Aura of Life
    As an action, select up to 3 targets within 3 tiles of you. The targets gain necrotic resistance for 3 turns.
      Expert
    Form of Dread
    You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 3 turns. You gain the following benefits while transformed:  
    • You gain +8 temporary hit points.
    • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you for one turn.
    • You are Resistant to necrotic damage.
    • You can transform once per long rest.
    The appearance of your Form of Dread should reflect some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
      Master
    Dread Pact
    Form of Dread now lasts for 6 turns and Defy Death now heals you for +15 casting modifier hit points when you use the ability.   You gain the ability to regenerate severed limbs lost through the submission of a DM Ticket, as well as the ability to reduce your wounds level once per week.


    In testing and subject to change

    Combative Perks

      Novice
    Spellcasting
    A Warlock's Spellcasting modifier is determined by their Charisma.  
    • Spellcasting Ability
      Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
    • Cantrips
    • Spells
    Spell save DC = 10 + your Charisma modifier.
    Eldritch Specialization
    Your practice of magic is raw and ancient, based solely around your ability to bend the world to your will.   You gain +2 to your Arcana and Persuasion skills. Additionally, you regain all your Spell Points back on a Short Rest.
    Hit Dice
    You gain +6 HP when you first become a Warlock. On each new mastery level, you gain an additional +6 to your Hit Points.
    Eldritch Invocations I
    You may choose one Eldritch invocation from the list of options.
    Pact Boon
    Pact of the Blade:
    The Warlock is able to spend an action in combat, or a free action outside of combat, using the ability “Summon Pact Weapon”. This ability equips a weapon called “Pact Weapon”.The Pact Weapon cannot be dispelled and lasts for the entirety of combat. Warlocks are always able to use their Pact Weapon as if they were proficient with it.   Pact of the Tome:
    The Warlock gains access to a Grimoire that becomes an additional source of spellcasting ability to draw from. They gain a +6 SP bonus.   Pact of the Talisman:
    Warlocks who choose the Pact of the Talisman as their boon gain access to a Talisman that the wearer is bonded to at all times. This normally irremovable talisman can affect strange protection and powers on the wearer. The Warlock gains +6 HP.
      Adept
    Spell Points I
    You gain 3 SP.
      Expert
    Spell Points II
    You gain 3 SP.
    Eldritch Invocations II
    You may choose one Eldritch Invocation from the list of options.
    Upcasting
    As a free action and for 1 SP, you are able to Upcast Damaging Cantrips, Novice, and Adept level spells for 40% spell potency.
      Master
    Spell Points III
    You gain 6 SP.
    Eldritch invocations III
    You may choose one Eldritch Invocation from the list of options.

    Non-Combative Perks


    Armor Proficiency
    You can wear light armor.

    Spell List


    Novice
    Adept
    Expert
    Master
    Cantrips
    Fluff
    Rituals