The Warlock
PRIME ATTRIBUTE: Charisma
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Priest or Rogue
ARMOR: Any
ABILITIES: Spells, Focus, Spell identify, Pact magic, Pact Abilities,
BONUS SKILLS: Knowledge: Arcane, Knowledge: Patron, Religion, History,[location]
As Edus has powers that wax and wane, beings seek to gain more and more power, seeking to become a deity. The way someone gains power is to have mortal creature and beings pray and worship them. The more people worship a being, the more power they gain. These cultists who worship obscure powers for power are called Warlocks.
Warlocks, whose name means "peace-breaker" or "oath-breaker", Warlocks can serve either end of the alignment spectrum, from Angels, Deva and Solars, to demons, devils and evil gods. Because Warlock's spells and magic ability are gifts from a patron that is otherworldly or powerfully omniscient. Their loyalty or prayers to the being are of a religious nature. This is why the Warlock's spell list is a mixture of both Arcane and Divine magic. The spells given to the Warlocks may or may not be identical to the classic spell found from wizards or priests.
ELDRITCH INVOCATIONS: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
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 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 o f your own attacks to allow your familiar to make one attack of its own. This is considered a "Pet-Warlock", focusing on the Familiar and its skills
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 (see chapter 5 for weapon options). 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, which can be done during a short rest. 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. This is the "Melee-Warlock". By weapon, it praises and increases it's patron and their control.
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. 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 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. This is considered as the "Caster-Warlock". Spells and casting at their specialty.
MYSTIC ARCANUM: At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock 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 warlock spells o f 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 an 8 hour rest.
ELDRITCH MASTER: 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.
SPELLS: Warlocks use mana to cast divine spells. Each spell cast costs 1 mana point plus spell level to cast. A 1st level spell would cast 2 mana points; a 4th level spell would cost 5 mana points. A Warlocks can cast any divine spell as long as they have enough mana points to do so, and it does not exceed the maximum spell level they can cast as shown on the chart below. To cast spells that are higher than the caster’s level they must make a successful charisma attribute check. The CL is equal to the level of the spell. For example, a 2nd level Warlock attempts to cast a 3rd level spell. The CL is 3. Their charisma attribute check must equal 15 or higher to successfully cast the spell.
Failure to cast a spell indicates loss of the mana used in attempting the spell multiplied by 2. Mana lost in excess of what the Warlocks has available is hit point damage. Mana is derived from character level + charisma bonus as per the chart below. In the example above, failure would indicate loss of 8 mana points.
HIT DICE: d8
ALIGNMENT: Any
WEAPONS: Priest or Rogue
ARMOR: Any
ABILITIES: Spells, Focus, Spell identify, Pact magic, Pact Abilities,
BONUS SKILLS: Knowledge: Arcane, Knowledge: Patron, Religion, History,[location]
As Edus has powers that wax and wane, beings seek to gain more and more power, seeking to become a deity. The way someone gains power is to have mortal creature and beings pray and worship them. The more people worship a being, the more power they gain. These cultists who worship obscure powers for power are called Warlocks.
Warlocks, whose name means "peace-breaker" or "oath-breaker", Warlocks can serve either end of the alignment spectrum, from Angels, Deva and Solars, to demons, devils and evil gods. Because Warlock's spells and magic ability are gifts from a patron that is otherworldly or powerfully omniscient. Their loyalty or prayers to the being are of a religious nature. This is why the Warlock's spell list is a mixture of both Arcane and Divine magic. The spells given to the Warlocks may or may not be identical to the classic spell found from wizards or priests.
LEVEL | FEATURES | INVOCATIONS
KNOWN |
---|---|---|
1 | Otherworldly Patron, Pact Magic | - |
2 | Eldritch Invocations | 2 |
3 | Pact Boon | 2 |
4 | - | 2 |
5 | - | 3 |
6 | Patron Feature | 3 |
7 | - | 4 |
8 | - | 4 |
9 | - | 5 |
10 | Patron Feature | 5 |
11 | Mystic Arcanum 6th | 5 |
12 | - | 6 |
13 | Mystic Arcanum 7th | 6 |
14 | Patron Feature | 6 |
15 | Mystic Arcanum 8th | 7 |
16 | - | 7 |
17 | Mystic Arcanum 9th | 7 |
18 | - | 8 |
19 | - | 8 |
20 | Eldritch Master | 8 |
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 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 o f your own attacks to allow your familiar to make one attack of its own. This is considered a "Pet-Warlock", focusing on the Familiar and its skills
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 (see chapter 5 for weapon options). 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, which can be done during a short rest. 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. This is the "Melee-Warlock". By weapon, it praises and increases it's patron and their control.
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. 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 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. This is considered as the "Caster-Warlock". Spells and casting at their specialty.
MYSTIC ARCANUM: At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock 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 warlock spells o f 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 an 8 hour rest.
ELDRITCH MASTER: 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.
SPELLS: Warlocks use mana to cast divine spells. Each spell cast costs 1 mana point plus spell level to cast. A 1st level spell would cast 2 mana points; a 4th level spell would cost 5 mana points. A Warlocks can cast any divine spell as long as they have enough mana points to do so, and it does not exceed the maximum spell level they can cast as shown on the chart below. To cast spells that are higher than the caster’s level they must make a successful charisma attribute check. The CL is equal to the level of the spell. For example, a 2nd level Warlock attempts to cast a 3rd level spell. The CL is 3. Their charisma attribute check must equal 15 or higher to successfully cast the spell.
Failure to cast a spell indicates loss of the mana used in attempting the spell multiplied by 2. Mana lost in excess of what the Warlocks has available is hit point damage. Mana is derived from character level + charisma bonus as per the chart below. In the example above, failure would indicate loss of 8 mana points.
Type
Arcane
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