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Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will. As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.   Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.   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. 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.  

Sworn and Beholden

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.   The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.  

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.   Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.   Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.   Creating a Warlock As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?   Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.   What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?   How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the warlock can see. Other warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.   QUICK BUILD   You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

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Invocations


Multiclassing


Warlocks In Dicathia Lore

Warlocks and the War of the Gods
Warlocks and the Rebellion

Warlock

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The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

The Baleful Night

On the darkest of nights, unspeakable horrors lurk at the edge of sight and comprehension. You have made a pact with a manifestation of this dark night, and took on the mantle as one of its horrors. Patrons of the night include The Order of the Cruel Night, demigods and Eidals of fear or darkness, lost evils, or other forgotten obyrith lords and Infested stars.

The Beholder

Your patron is an everwatchful beholder, filled with malice and an often insane drive towards dominating all those it considers below it, which is everyone, especially other beholders. While it might share its power with you in an attempt to further its own goals, it despises you and mistrust you as much as you it.

The Benefactor

You have forged a pact with a wealthy benefactor, an entity whose insatiable thirst for material wealth and power knows no bounds. They have amassed a personal fortune that spans lifetimes, and their manipulative ways have secured their position as a master of the game of power. With their patronage, you have gained entry to the most lavish of lifestyles, surrounded by opulence and extravagance that others can only dream of.

The Cauldron

The source of your power is tied to eldritch alchemy, and you can conjure a magical cauldron through which you channel this alchemy.   However you came about this power, you can now use your alchemical knowledge to gather ingredients used to create arcane elixirs and mystical brews. Your enchanted cauldron allows you to brew these concoctions, and they can provide aid to your allies while meeting out terrible fates to your enemies.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

The Chainmaster

You have chained yourself into a pact with a being who possesses a vast collection of creatures at its disposal. Your patron would own a seemingly endless amalgamation of beasts that come from the various planes of existence, and they seek to expand their stockpile.   Your patron has generously lent you one of its pets for use in your servitude to them. Collect more exotic and rare species, and your patron will continue to be happy. Fail your task and draw its ire and you will find yourself permanently chained in one of their infinite extraplanar habitats, stuffed in a box until the day you die.

The Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?

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.

The Genie

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.

The Genius Loci

You have been noticed by an unfathomable intelligence that permeates a particular locale, such as a dilapidated house or asylum, a crowded city, or even a distant constellation. Born from sites of strong emotions, tragedies, or perhaps the complex interactions of unwitting participants, these entities whisper subtly of times forgotten through the creak of the floorboard, the din of the city market, the cavernous echo of dripping water, or the shining death of a distant star.

The Ghost Ship

You have made a pact with one of the lost ships crewed by listless dead that wander the seas. Sailors see these ships as portents of doom, but even in death the cursed crew and their damned captain retain a fierce love of their vessel—the only home known to their forsaken souls. The loyalty shared by captain, crew, and ship pierces the veil between life and death and grant you your power.
Whether you are a member of the drowned crew sent alone on a mission, a stowaway who chose an unfortunate vessel, or a sailor rescued from a watery grave, the dead men follow you everywhere—and the spectral ship itself powers your spells.

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.

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

The Lingering Shade

Your patron is the Lingering Shade, a being that refuses to pass on into the next life. Be it from sheer force of will, or some kind of arcane power, they linger in this world, looking to fulfill their own unknowable goals before their time runs out.
With a portion of their power, you can manipulate the darkness that resides within all places, and within all things, twisting and bending it to your will. While this power is great, it can be quick to overwhelm its users, and those who aren't strong enough to control their powers are lost as tortured, screaming beings made of pure shadow.

The Many Faces

You have entangled yourself into a pact of many. Your patron is an amalgamation of conscious minds that constantly shout over one another in endless wails. All of them press you to do their bidding. You yourself don't know which voice to listen to, and you have forgotten your own inner voice long ago. Reconciling their constant demands, desires, and pains have all but drive you mad. You try to appease them all despite the futility of it all, as it is all you can do now.

The Monarch

You have made a pact with an all powerful leader such as a royal, a dictator, or a fallen monarch. Your patron may still have presence in the world as a leader, or perhaps they are hiding in the shadows looking to return to their throne. Whatever the case, you have been lent a fragment of their strength and their leadership.

The Nexus

When the numerous leylines of magic that run through the universe converge, there is a one in a million chance that the resulting nexus gains a semblance of sentience. An echo of the will of the universe given form, these nexi have a will unfathomable by the mortal mind. Regardless, individuals who find themselves close to one are inevitably marked by them, whether by coincidence or by design, and innately gain the knowledge to draw from their endless energies

The Primeval Growth

Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.   Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.

The Sovereign Throne

Your patron is a king maker, an emperor-creator, and is the architect behind some of the greatest, if not most terrifying, rulers existence ever has ever known. This Sovereign Throne beckons and yearns for a worthy successor. Indescribably ancient, this being has watched over and guided monarchs into the brightest of golden ages and through the blackest of dark ages. You've made a pact with the Throne, swearing to rule as its keeper, though the price for that power will undoubtedly be paid in blood.

The Tulpa

Your patron is an autonomous entity found within the fantastic machinations of your own mind. These beings may be mental constructs formed by rigourous and mystical discipline, friends spawned from an unbridled and powerful imagination, the manifestations of dark madness in the deluded, or even outsiders taking up residence in the willing. In all cases, the creature whose mind this entity resides in has no control over its motives and ambitions; though often its goals align with those of the host's deepest subconscious desires, it may encourage its host's self destructive behaviours as well.

The 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.

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