Sworn and Beholden
A varðlokkur is defined by a pact with an otherworldly being. Sometimes the relationship between varðlokkur and patron is like that of a
gothi and a deity, though the beings that serve as patrons for varðlokkur are not gods. A varðlokkur might lead a cult dedicated to a demon, a Vanir, or something far darker—beings not typically served by gothi. More often, though, the arrangement is similar to that between a master and an apprentice. The varðlokkur learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
The magic bestowed on a varðlokkur ranges from minor but lasting alterations to the varðlokkur’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish
runekeepers, varðlokkur 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
Varðlokkur are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives varðlokkur into their pacts and shapes their later careers as well.
Stories of varðlokkur binding themselves to fiends are widely known. But many varðlokkur serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its vanir 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 dark beings that dwell in the outer void.
Once a pact is made, a varðlokkur’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 varðlokkur spend their days in active pursuit of their own goals.
Class Features
As a varðlokkur, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per varðlokkur level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from
Arcana,
Deception,
History,
Intimidation,
Investigation,
Nature, and
Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a Shortbow and a Quiver 20 Arrows or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather Armor, any simple weapon, and two daggers
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Pact of the Bölvað-blað
Pact of Fenrir
Pact of Hel
Pact of Jörmungandr
Pact of the Ljósálfar
Pact of Surtr
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Varðlokkur table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the varðlokkur spell list.
The Spells Known column of the Varðlokkur table shows when you learn more varðlokkur spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new varðlokkur spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the varðlokkur spells you know and replace it with another spell from the varðlokkur spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your varðlokkur spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a varðlokkur spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an
Arcane Focus as a spellcasting focus for your varðlokkur spells.
Fell Invocations
In your study of occult lore, you have unearthed
Fell Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two fell invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Varðlokkur table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magical Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
Replace the option you chose for the Pact Boon feature with one of that feature's other options.
If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your
Fell Invocations, you must also replace them now, choosing invocations for which you qualify.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the varðlokkur spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more varðlokkur spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Lodurr
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Varðlokkur Spells
Cantrips
Blade Ward
Booming Blade
Chill Touch
Create Bonfire
Friends
Frostbite
Green-Flame Blade
Infestation
Lightning Lure
Mage Hand
Magic Stone
Mind Sliver
Minor Illusion
Poison Spray
Prestidigitation
Sword Burst
Thunderclap
Toll the Dead
True Strike
Twilight’s Blast
1st-Level Spells
Cause Fear
Charm Person
Comprehend Languages
Distort Value
Expeditious Retreat
Healing Elixir
Hellish Rebuke
Hex
Illusory Script
Protection From Evil And Good
Puppet
Sense Emotion
Unseen Servant
Witch Bolt
2nd-Level Spells
Borrowed Knowledge
Cloud of Daggers
Crown of Madness
Darkness
Earthbind
Enthrall
Flock of Familiars
Hold Person
Invisibility
Mental Barrier
Mind Sliver
Mind Thrust
Mirror Image
Misty Step
Ray of Enfeeblement
Shadow Blade
Shatter
Spider Climb
Suggestion
Thought Shield
3rd-Level Spells
Antagonize
Counterspell
Dispel Magic
Enemies Abound
Fear
Fly
Gaseous Form
Hunger
Hypnotic Pattern
Incite Greed
Intellect Fortress
Magic Circle
Major Image
Psionic Blast
Remove Curse
Spirit Shroud
Summon Lesser Demons
Summon Undead
Summon Vanir
Thunder Step
Tongues
4th-Level Spells
Banishment
Blight
Charm Monster
Dimension Door
Ego Whip
Elemental Bane
Hallucinatory Terrain
Psychic Lance
Shade
Sickening Radiance
Spirit of Death
Summon Greater Demon
Summon Vanir
5th-Level Spells
Contact Other Plane
Danse Macabre
Dream
Enervation
Far Step
Hold Monster
Infernal Calling
Mislead
Negative Energy Flow
Realm Binding
Scrying
Synaptic Static
Teleportation Circle
Wall of Light
6th-Level Spells
Arcane Gate
Circle of Death
Eyebite
Flesh to Stone
Investiture of Flame
Investiture of Frost
Investiture of Stone
Investiture of Winds
Mass Suggestion
Mental Prison
Otherworldly Form
Otherworldly Guise
Psychic Crush
Scatter
Soul Cage
Summon Fiend
True Seeing
7th-Level Spells
Crown of Stars
Dream Veil
Etherealness
Finger of Death
Forcecage
Power Word Pain
8th-Level Spells
Demiplane
Dominate Monster
Feeblemind
Glibness
Maddening Darkness
Power Word Stun
9th-Level Spells
Astral Projection
Bifröst
Blade of Disaster
Foresight
Imprisonment
Power World Kill
Psychic Scream
Shapechange
True Polymorph
Weird
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