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 5 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.
Subclasses
Pact Boons
Eldritch Invocations
Armor of Shadows
Agonizing Blast
Agonizing Blast Select 1 target within 6 tiles and make a ranged spell attack against their AC with +4 to hit. If successful, they take 2d8+Spellcasting Modifier Force damage. This ability will benefit from increases to Spell Potency.
Bewitching Whispers
Elemental Hex
Archfey: Psychic
Celestial: Radiant
Fathomless: Cold
Fiend: Fire
Great Old One: Psychic
Hexblade: Psychic
Undying: Necrotic
Eldritch Mind
Pact of the Tome and Great Old One Warlocks gain an additional +2 damage on their Telekinesis spell.
Fiendish Vigor
Ghostly Gaze
Gift of the Depths
Mask of Many Faces
Whispers of the Grave
Witch Sight
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
Expert
Elemental Boon
Master
Improved Pact Weapon
Pact Boons | Pact of the Chain
NoviceBase Pact Bonus
Command Familiar
Command Familiar: Bonus Action, 2 Spell Points: Select 1 target within 10 tiles and ranged spell attack against their AC with +4 to hit. If successful, they take 1d4+Mastery Force damage.
Adept
Improved Pact Bond
Expert
Debilitating Attacks
Master
Perfect Coordination
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
Expert
Gift of the Protectors
Master
Aspect of the Moon
Master of the Tome
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 +3 HP
Novice
Base Pact Bonuses
Adept
Bond of the Talisman
Expert
Rebuke of the Talisman. This ability costs 1 SP to use.
Master
Protection of the Talisman
Pacts
Pact of 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. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.Perks
Spell List
Calm Emotions
Faerie Fire
Vicious Mockery
Adept
Fear
Tasha's Hideous Laughter
Expert
Blink
Mental Prison
Phantasmal Killer
Master
Weird
Fluff Spells
Rituals
Novice
Wyld Touched
Fey Presence
Unsettling Enchantments
Adept
Inscrutable Intellect
Misty Escape
Expert
Beguiling Defenses
This ability can be used a number of times equal to Mastery per rest and does not require the opponent's spell to target you specifically. If used immediately following a Charmed or Dominated status effect being cast on you, it will break these effects in addition to the counter damage and Charm. This ability also benefits from the Bewitching Whispers Invocation.
Dark Delirium
Hollow Tongue
This ability applies a hard CC cooldown on targets after a successful cast and shares a 1 turn cooldown with Dark Delirium.
Master
Fey Chosen
Pact of the Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to a, 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.Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
We do not allow Celestial Warlock's to be pacted to any kind of Empyrean, custom, or lore canonical.
Restricted Alignment: This class is restricted to any Neutral alignment (with the intentions to do good) or any good alignment. An Evil aligned character, cannot choose this class.
Perks
Spells
Rituals
Novice
Celestial Resistance
Healing Light
Adept
Radiant Soul
Lifebind
Expert
Searing Vengeance
This action may only be used once per long rest; and may not be used if you've already been the target of a similar ability in the same combat. This ability can only be used on your next turn after being downed.
Master
Renewing Infusion
Pact of 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?Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
Perks
Spell List
Gust of Wind
Thunderwave
Silence
Adept
Cone of Cold
Watery Sphere
Lightning Bolt
Sleet Storm
Expert
Chain Lightning
Steel Wind Strike
Tsunami
Master
Destructive Wave
Fluff Spells
Rituals
Novice
Gift of the Sea
Tentacle of the Deep
Select 1 target within 4 tiles and make a ranged spell attack against their AC with +4 to Hit. If successful, they take 2d4+Mastery Force damage, gain the effects of Arcane Exposure: Cold and Lightning for 2 turns, and are moved 1 tile in a direction of the caster's choosing.
This ability can be used a number of times equal to your Mastery level, sharing charges with Guardian Coil. Only one Tentacle of the Deep ability can be used per round. This charge is only consumed on a successful cast.
Guardian Coil
As a Reaction, after any target within 6 tiles of you takes damage from a melee or ranged weapon attack, an unarmed attack, or an AC targeting spell, spend your Reaction to heal them from 2d4+Mastery hitpoints. This ability can be used on yourself and cannot be used if the attack brought a target to 0 hitpoints. This ability can be used a number of times equal to your Mastery level, sharing charges with Tentacle Lash. Only one Tentacle of the Deep ability can be used per round.
Adept
Oceanic Warrior
Grasping Tentacles
Expert
Fathomless Plunge
Master
Master of the Depths
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
Novice
Fire Bolt
Hellish Rebuke
Tasha’s Mind Whip
Burning Hands
Scorching Ray
Adept
Fireball
Fire Shield
Expert
Dolorous Decay
Immolation
Master
Flame Strike
Rituals
Novice
Eldritch Elements
Dark One's Blessing
Adept
Silvered Words
Fiendish Artillery
These benefits do not stack with benefits from Invocations.
Expert
Hurl Through Hell
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
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
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
Phantasmal Killer
Master
Psychic Scream
Rituals
Novice
Awakened Mind
Entropic Ward
Consume Entropic Ward: As a Reaction, consume your Entropic Ward after being missed by a melee attack, healing yourself for Mastery+Spellcasting Modifier hitpoints.
Adept
Mind of Madness
Mental Spike
Expert
Otherworldy Force
As an action, select 1 target within 5 tiles. Force them to make a STR or an INT saving throw, whichever is lowest. On a failed save, they take 2d6+Mastery Psychic damage, 2d6+Mastery Force damage and are knocked Prone. This ability can be used once per short rest and does not expend charges on a successful saving throw.
Master
Psychic Expansion
Hexblade
Hexblades are warlocks who gain their power through a pact with a mysterious entity from the Shadowfell. These patrons, or other dark forces, bestow upon their warlocks a sentient weapon known as a Hexblade. The Hexblade itself is imbued with the shadowy essence of the Shadowfell, serving as a conduit for the warlock's power. By forging this pact, you wield the weapon provided by your patron, channeling its dark magic to strike down your enemies. Your abilities stem directly from the Hexblade, which is a manifestation of your patron's will and the power of the Shadowfell.Examples of a patron that could provide the Shadowfell blade include servants of the Raven Queen, a Shadow Dragon, or a powerful Shade or Shadow. The warlock is pacted to the blade itself, which is forged by a Shadowfell entity.
Perks
Spell List
Novice
Aid
Wrathful Smite
Shield
True Strike
Adept
Cone of Cold
Crown of Madness
Expert
Staggering Smite
Eldritch Smite
Master
Banishing Smite
Destructive Wave
Novice
Pact Warrior
Hexblade's Curse
Siphon Curse: Free Action: 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.
Adept
Improved Hexblade's Curse
Spellblade Versatility
Spellblade’s Might: After using your main action to make a melee attack, you can make an extra melee attack against a target within 1 tile as a Free Action.
Expert
Improved Hexblade's Curse II
Armor of Hexes
Master
Sting of Maledictions
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
Novice
Sapping Sting
Fear
Ray of Enfeeblement
Adept
Vampiric Touch
Crown of Madness
Wither and Bloom
Expert
Enervation
Negative Energy Flood
Dolorous Decay
Master
Abi-Dalzim's Horrid Wilting
Power Word: Heal
Rituals
Blessings of Undeath
Defy Death
Adept
Undying Nature
Aura of Life
Aura of Death
Expert
Auras of Duality
Form of Dread
- You gain +8 temporary hit points.
- Once during each of your turns, when you hit a creature with an attack, you may use your reaction to 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.
- Gain an additional charge of your Auras of Life and Death.
Master
Dread Pact
Additionally, 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.
Combative Perks
Novice
Spellcasting
- 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
Eldritch Specialization
You gain +2 to your Arcana and Persuasion skills. Additionally, you regain all your Spell Points back on a Short Rest.
Hit Dice
Eldritch Invocations I
Pact Boon
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 +3 HP.
Adept
Spell Points I
Expert
Spell Points II
Eldritch Invocations II
Upcasting
Extra Spell Power
Master

