Class: Warlock

The Warlock


 
ClassName Description filled with Flowery Text

 

ClassName Mindset


 

Playing a(n) ClassName


 

Roleplay


 

Mechanical Talk


  How to play, etc etc.
 

Key Attribute(s):


  Strength Dexterity Constitution Intelligence Wisdom Charisma
 

Key Terms


  BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...
  PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
  Name them all.
 

X Class Table


 
Class Level Class Features
1
    • Initial Character Additions
      • Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
    • Multiclass Additions
      • Class Hit Dice
      • Added Proficiencies
    • Class Features

  Class Features Here
2 X (Subclass),
3 Class Feature, Subclass Feature
4 +Y: Y, 1st Class Mastery Choices
5 Token Class Feature (PS, AA, etc), Class Features
6 Subclass Feature
7 +Y: Y, 2nd Class Mastery Choices
8 Class Feature
9 Subclass Feature
10 +Y:Y, 3rd Class Mastery Choices
11 Class Feature/td]
12 Subclass Feature
13 +Y: Y, 4th Class Mastery Choices
14 Build on Class Feature
15 Subclass Feature
16 +Y: Y, 5th ClassMastery Choices
17 Named Class Feature
18 Subclass Feature
19 +Y: Y, Last Class Mastery Choices
20 Class Capstone

 

ClassName Basics


 

Initial Character Additions


  If the CLASSNAME is your starting Class, you gain the following features and proficiencies:
 

Ancestry, Background, etc

You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.

 

Health


  Starting / Leveled Health: X (Average or 1dX)
 

Proficiencies and Gear


 
Gear Profs

  Armor: Light and Medium Armors, All shields except Tower Shields
  Weapons: All Simple Weapons and Martial Weapons
  Saving Throws: Fortitude (Con/Cha), Reflex (Str/Dex), or Will (Int/Wis)
 
Skill Profs

  Choice of 2/3/4 primary skills from the following list:
 
  Choice of 2/3 secondary skill from the following list:
 
  • Appraise (Int)
  • Disable Device (Dex)
    • Gaming Set - X (Dex/Int)
    • Linguistics (Int)
  • Lore - X (Int)
  • Navigate - X (Dex/Int)) (Any available)
  • Perform - X (varies) (Any available)
  • Profession - X (varies) (Any available)
  • Tinker (Dex/Int)](article:3ae30ea8-ea04-4fbc-b61d-a89a965d2009) (Any available)

  Note A: For each additional Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain Skill Talents of your choice that you qualify for.
  Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the Origin Customization Rule.
 
Starting Gear

  You gain either xd4x10 sp (or 1xx sp / x.x gp) as starting gold to spend on gear, OR gear from the X Class Kits.
 

Multiclass Additions


  Minimum Requirements: Z stat +2/+3 or more
  If you are multiclassing into the Engineer, you gain the following proficiencies:
  • Proficiencies
  • X

 

Other ClassName Info


  Class Hit Die: D10
  Class Group(s): Specialist
  Favorite Class Bonus:WIP.
 

Core Class Features

As a(n) ClassName, you gain Class Features associated with your class at certain class levels.
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
  At class levels 4, 7, 10, 13, 16, and 19 you will gain Class Mastery Features, or features that that improve on your main features; and a mini-feat called a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a Dedication Template instead).

  You gain the following class features:
 

(1st) Eldritch Lore

Warlocks are not just ordinary magic users or ritualistic martial artists. They wield their magic and might through the strength of their egos, using what makes them tick to will their supernatural power into being, regardless of outside influences.

You gain the following.

    • Otherworldly Lore. Pick an Attribute, between Strength, Dexterity, Intelligence. That attribute will be your class's key attribute for everything, including your Ability DCs and your spellcasting. Additionally, your Spellcraft checks can use this attribute modifier instead of your INT or CHA.
    • Conversely, if you have a feature or talent that allows you to use any other Attribute Modifier for Spellcraft, you can apply it to your features granted by the Warlock.
    • Eldritch Blast. You gain proficiency with Ray weapons attacks. Damage you deal with Ray attacks can deal Spirit or Force (your choice, made on use) instead of their original damage type. You can use your Otherworldly Lore modifier for Attacks and Damage with these Ray Attacks.

 

(1st): Pact Initiate

You gain a hint of mysterious power from an otherworldly force.

You gain the Cantrips, Known common feature, using your Eldritch Lore's chosen Attribute as the casting attribute. Your spell list for this feature is either the Arcane Spell list or the Occult Spell List, your choice.

Additionally, you learn a Unique Ability, called Manifest Pact Boon. Upon learning this ability and gaining this feature, you gain one of the following Boons of your choice.


 
    • Pact of the Blade. Your Manifest Pact Boon can target a weapon you are proficient in (and/or an ability with the Metaphysical⚙️ trait). That weapon is kept in an Extradimensional assigned to you, and can be summoned or dismissed with a use of Manifest Pact Boon / 1 ◈.
    • When you die or target another weapon for this Pact Boon, the current weapon appears 5 ft next to you in an unoccupied space.
    • Pact of the Familiar. Your Manifest Pact acts as the Find Familiar, and the ritual cast time is reduced to a 10 minutes / a Swift Rest.
    • Pact of the Fragment. Your Manifest Pact Boon targets a part of your body (Traditionally, a hand, an arm, a tail, and/or a natural weapon and the extremity it is attached to). That Fragment becomes a Natural Weapon (if it wasn't already), becoming an Unarmed weapon part of the Unarmed Weapon Group. It deals 1d6 + Half Proficiency + Otherworldly Lore modifier damage as Force damage, gains the Agile ⚙️ trait, and you cannot be unwillingly parted from it in any capacity. It is also considered a casting focus, and can be enchanted as a weapon.
      • The Fragment can be a prosthetic or an aid to assist you, such as a Manual Wheelchair.
      • If the Fragment comes in multitudes (like, a pair of horns or a set of arms), you may target all that are applicable.
    • The damage dice increases to 1d8 at 5th class level, 1d10 at 10th level, and 1d12 at 15th level. This can be overriden by stronger effects.
    • Pact of the Oculus. Your Manifest Pact Boon targets one or both of your eyes. You gain proficiency with the Perception skill (or another skill of your choice, if you already have proficiency with that skill), and gain 2 stages of Bonus Dice (base d6) for all skill checks you make with your sight. Your eyes can also be used as a casting focus (ignoring Somatic restrictions related to movement).
    • Pact of the Tome. You've been granted a special Log Book that has infinite pages, and can be converted to a multitude of things (from a Spellbook, Recipe Book, or whatever requires a log book) at once. You also gain the Spell Library / Prepared Spells and Cantrips, Prepared common feature (overwriting the Cantrips, Known). You use your Otherworldly Lore Key Attribute for these spells.
    • With the Managing your Library Activity, you may write any Zeroth rank ability into the book you can learn; and prepare, cast, and augment such as if it were a Warlock spell.
    • Pact of the Trinket. You're given a special gem, diadem, ring, or similar of power. The trinket is always worn and can't come off, no matter how hard you try, but it can be deactivated. This trinket acts as a casting focus, allowing you to use it to ignore Verbal components of abilities.

Once picked, you cannot pick another Pact Boon, unless you retrain it.


 

(2nd) Eldritch Patron (Subclass Choice)

At class lvl 2, the granter of your boon as deemed you worthy enough, revealing themselves to you in full. This Patron is a Patron
  This counts as your subclass, and your Patron gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
  Your Patron's gifts cannot be revoked if you disobey them, as you are an autonymous agent. though your powers may wane for narrative purposes. Your GM is the arbiter of this, but they must be fair.
  Your list of Patrons will be below, instead of where subclasses would normally be listed.

 

 

(2nd) Eldritch Invocations (Talents)

Your Patron has shared a fair bit of Mystic Arcanum with you, taking the form of special Class Talents. While many Class Talents are different for every class that has them, Invocations grant you the talent's passive and/or abilities. Said abilities are automatically stored in a Spell Library or Spell Repertoire, if you have them, and do not count toward your maximum of either known. If you lose the Invocation, you lose access to the ability as well.

You gain an Invocation every even level in this class (2nd, 4th, 6th, 8th, etc). The full list of Invocations will be listed at the end of the Feature Summary.

Uniquely, Warlocks share Invocations with Mystics and Witches

.

 

(2nd) Limited Spellcasting, Warlock

The Warlock cast their spells through their Patron's magic, giving them a rather unorthodox method of spellcasting. They do not use traditional slots, instead relying on Spell Points and a small pool of spells to flesh out their Martial Abilities. As a result, you gain the following features pertaining to your ability to cast spells.

    • Your Warlock levels equate to a Full caster, though you do not gain any spell slots from this class. You still follow the Spellcaster Level Table.
    • Instead of Spell Slots, you gain the Spell Point Pool common feature.
    • The Spell Repertoire / Known Spells common feature (unless you gained the Spell Library common feature from Pact of the Tome). Your spell list for these features is the one you picked with the Eldritch Lore feature (either Arcane or the Occult), and you gain access to another through your Patron. As Full Casters, the tier of spell ranks you can learn will increase at class levels 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th.
    • You gain the Innate Ritualist common feature.
    • The Spell Complexity: Complex common feature.

The Warlock's spellcasting key attribute is the same as their Otherworldly Lore option, and you may add your proficiency bonus to your spell's attacks or Save DC (your default spell save DC is 10 + your proficiency bonus + your spellcasting modifier + other modifiers, should they exist).

You can use generic casting focuses to cast spells, as well as any other potential focuses that may be granted from your Pact Boon(s).


 

(3rd) Pact Bond

Your Pact Boon(s) become more accute, bending to your will. You gain the following, if you have these Pact Boons
    • Pact of the Blade. Your Pact Weapon can take the shape of any weapon that shares it's weapon group. The weapon is also considered Magical, but cannot be affected by Anti-Magic effects.
    • Pact of the Familiar. Your familiars can take the forms of creatures of a TL up to your Half-Proficency, and can be Medium or Smaller, and can also be of any creature type except Anthropoid.
    • Pact of the Fragment. WIP.
    • Pact of the Oculus. Your vision based senses are doubled. You also gain an unaffected 10 ft of Blindsight (which increases by 10 ft every 5 character levels).
    • Pact of the Tome. You can store and prepare any 1st rank spell from any class or spell list via Managing your Library. You can also learn any spell with the Ritual trait, as long as you are the right caster level to learn and/or cast the spell.
    • Pact of the Trinket You can now ignore the Concentration⚙️ component of abilities.

 

(3rd) 2nd Secondry Build Feature or other

Warriors get something small but extra, Experts get their skill talent feature, Mages and Channelers get less

 

(3rd) Subclass Feature(s)

At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.

 

(4th) MF: Feature Name, Y

Your Y feature improves with your mastery. does one or two ribbons. Like a feat.

  You also gain your choice of the following below.
 
    • A:.
    • B: :.
  • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

  These choices are also listed in the Classname Mastery Array, and will also be presented with every Mastery Feature. You will gain similar Mastery features and talents at class levels 7th, 10th, 13th, 16th, and 19th.
 

(5th) Potent Attacks

You gain the Additional Attack common feature. If you have Pact of the Tome or Pact of the Trinket, you gain the Potent Spellcasting common feature.

 

(5th) Eldritch Resilience

You gain Damage Reduction to everything equal to your Eldritch Lore modifier.

Once per Long Rest, you may expend ◈ to heal yourself, donning a hide of your patron physically. If you do, you heal for an amount equal to your Proficiency Bonus at the start of every round for the next minute. At the end of the effect, the hide disappears.


 

(5th) 4th Unique Feature

One that can be improved if the other one can't. usually a 7th level fearture from 5e in terms of strength.

 

(7th) MF: Y, Y

Your X feature improves with your mastery.
  :y

 
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

 

(8th) 5th Unique Ability

Slightly Unique, and also some build on to what the class is already doing.

 

(10th) MF: Y, Y

Your X feature improves with your mastery.
  Improves a prior ability that defined the class, and welcomes the class into a new tier of content.

 
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

 

[ (11th) 6th Unique, 1st High Tier Feature

Simple, but Effective. Here. We Go.

 

(13th) MF: Y, Y

Your X feature improves with your mastery.
  Builds on something, etc.

 
    • A:.
    • B: :.
    • C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

 

(14th) Build on feature

High level build on feature. Does something good, but sitll just improves the old stuff like 11th level did.

 

(16th) MF: Y, Y

Your X feature improves with your mastery.
  :y

 
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

 

(17th) Named Feature

  • The Big feature, that's often like a movie quote or a book quote.

 
 

(19th) MF: Y, Last Class Enhancement

Your X feature improves with your mastery.
  Something Big, and usually something that does something cool or pinnacle-like.

 
    • A:.
    • B: :.
    • C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

 

(20th) Class Capstones


  When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
  3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
 
Capstone 1
  X

 
Capstone 2 / Class Group
  X

 

All Invocation Talents

Minimum Appropriate Class Level 1
CT: Armor of Shadows
Generic article | Nov 7, 2025

Level | You can surround you or your allies in a shroud of protective energy.

CT: Beguiling Influence
Generic article | Nov 15, 2025

Level 1 | You have an unsettlingly pleasant aura about you.

CT: Cackle
Generic article | Nov 9, 2025

Level 1 | You can laugh, a haunting laugh that instills misery in your foes.

CT: Cantrip Expansion
Generic article | Jan 4, 2026

Level 1 | Your study broadens your range of accessible spells.

CT: Cauldron
Generic article | Nov 9, 2025

Level 1 | Through supernatural or practical means, you can turn any basin into a special container for concoctions.

CT: Eldritch Spear
Generic article | Nov 8, 2025

Level 1 | You can send your attacks much farther than what should be possible.

CT: Eyes of the Runekeeper
Generic article | Nov 8, 2025

Level 1 | You have a runekeeper's eye, making any and all text that passes under it legible.

CT: In Defense Mode
Generic article | Nov 8, 2025

Level 1 | You can summon, or use, your conjured allies to your benefit, defending you from harm.

CT: Lesson of Dreams
Generic article | Dec 18, 2025

Level 1 | You learn a supernatural hex, granting you the ability to induce drowniess in your foe.

CT: Mask of Many Faces
Generic article | Nov 7, 2025

Level 1 | You can warp yourself to become exactly who, or what, you need in the moment.

CT: Misty Visions
Generic article | Nov 8, 2025

Level 1 | You can make convincing facades of illusory magic.

CT: Otherworldly Leap
Generic article | Dec 18, 2025

Level 1 | You can jump with supernatural wonder.

CT: Signs of Ill Omen
Generic article | Nov 8, 2025
CT: Steady Spellcasting
Generic article | Jan 4, 2026

Level 1 | You don’t lose spells easily.

CT: Whispers of the Grave
Generic article | Nov 8, 2025

Level 1 | You can speak with, and perhaps even advocate for, the recently or long dead.

Minimum Appropriate Class Level 3
CT: Ascendant Step
Generic article | Nov 7, 2025

Level 3 | You can move as if you're walking on air.

CT: Beast Buddy
Generic article | Nov 7, 2025

Level 3 | You can speak with animals with supernatural grace.

CT: Burdening of the Body
Generic article | Nov 7, 2025

Level 3 | You can turn another creature's movements into weak, slovenly gestures.

CT: Chains of Carceri
Generic article | Nov 14, 2025

Level 3 | You can conjure supernatural chains that can bind people quite effectively.

CT: Devil Sight
Generic article | Dec 18, 2025

Level 3 | You have sight that can pierce through even supernatural darkness.

CT: Eldritch Martial Training
Generic article | Nov 21, 2025

Level 3 | You can fight just like a Warrior can, using your magic in the stead of focus.

CT: Last Destruction
Generic article | Nov 8, 2025

Level 3 | Your supernatural powers can provide openings for your allies to reach out and finish the fight.

CT: Library of Ancient Secrets
Generic article | Nov 21, 2025

Level 3 | You become a dabbler in ancient secrets and rituals.

CT: One with Shadows
Generic article | Nov 8, 2025

Level 3 | You're able to meld into the shadows, becoming practically invisible.

CT: Phantom Thievery
Generic article | Nov 8, 2025
CT: Sight Beyond Sight
Generic article | Nov 8, 2025

Level 3 | You can see well beyond the limits of others, seeing across great distances and through any concealment.

CT: Thief of Five Fates
Generic article | Dec 14, 2025

Level 3 | You can steal the luck of your foes, making things that are bad for them worse.

Minimum Appropriate Class Level 5 Minimum Appropriate Class Level 7 Minimum Appropriate Class Level 9
Minimum Appropriate Class Level 11
Minimum Appropriate Class Level 13
Minimum Appropriate Class Level 15 Minimum Appropriate Class Level 17

 

Warlock Mastery Array


 
Class Level Feature Enhanced Choice A Choice B Choice C
4th +4: 4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
7th +4:4 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
10th +10: 10 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
13th +13: 13 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
16th +16: 16 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
19th +19: 19 A: B: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).

 

Extra and Archetypes


 

Archetypes

Short Description Good At Mechanically Grants/Replaces
TBD TBD
    • +Benefits
    • -The Cost

 

Sample Builds


  To come.

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