Warlock - Edusian (E-Doo-Zhun)

The Edusian Warlock and Pact Cultist




Ability Requirements:
-Charisma 15
-Wisdom 13

Prime Requisite: Charisma
Races Allowed: All
THAC0 progression: As Thief
Magic THAC0: THAC0 + Spellcraft bonus + Spell Focus + Modifiers
Saving Throws: As Wizard
  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. Warlocks form cults, which function like a witch’s coven but the organization is different. Covens, cults and Grand Covens are discussed on another page HERE.
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.

  • To become a Warlock, a character must have a Dexterity of 12 or more, an intelligence of 13 or more, and a Charisma or 15 or more. The prime requisites are Dexterity and Charisma. A Warlock must be of alignment that matches his Patron. It can be one step away from the patron's alignment but no farther.
  • This Spellcasting class is not meant for beginners. This class is for someone knowing they seek otherworldly powers to gain and use that power. This is a risky class. There is a higher chance for failure than a normal academic wizard.
  • Know this before continuing: This class is for someone bored with normal Wizard, who want to tempt death by taking power from another dimension. You have been warned.


Bonus Non-weapon Proficiencies:
Religion, History (Patron), Writing Non-weapon Proficiencies Required:
History, Spellcraft
Non-weapon Proficiency Crossovers: Priest, General, and Wizard. A Warlock might have the Secondary Skill of Scribe or Alchemist.
Weapon Proficiencies: None required.
Spellcraft modifier: 1/2 CHA loyalty base modifier (eg. a level 1 Warlock with 17 CHA and a spell focus in hand, gets THAC0 20, but a +2(CHA) and a +1 (Spell Focus) so starting the game, gets a +3 to die rolls.

Starting Funds:
Unless otherwise noted (due to a kit or tradition), the Warlock starts out with a number of gold pieces equal to her charisma x 20. The Warlock will also have a symbol to begin their own Spell Focus of The Patron.
The starting gold must be spent: at least half on items for rituals, rare material components, candles, and incense for their prayers to the Patron.


Spell Focus:
Most Warlocks also have a Spell Focus. A spell focus is a non-magical item of sentimental value to the Warlock to focus (and often enhance) his magics. Using a spell Focus in one hand will add a bonus to a Spellcraft roll, while not using it can cause a penalty, depending on the spell. The Spell Focus must be in the Warlock's hand in order to use its benefits during a Spellcraft spell. Holding a Spell focus replaces any spells' somatic components for casting.
Weapons & Warlocks
If the Warlock has a Spell Focus in one hand, they can use a weapon in the other. Some use shields, others use a parrying dagger and still others swing a sword. Combat is not unknown to a Warlock, but depending on their Patron, they may be more effective as a caster, or even as a healer.


Level Experience Hit Dice Title Powers
1 0 1d6 Initiate Eldritch Blast Gift or Mutation
Spell Focus +1
2 2,501 2d6 Neophyte Pact Boon
Eldritch Invocations (2)
3 5,001 3d6 Spiritualist Read/ Detect magic via touch at will
4 10,001 4d6 Chronicler +1 to Spellcraft
Spell Focus +2
5 20,001 5d6 Signer +2 vs charm(G)/ +2 to Charm(E)
6 35,001 6d6 Glyphtist Patrons Escape (60') 1x/day
Patrons Arcanum 1x/day
7 60,001 7d6 Seer Pact Boon
Eldritch Invocation
8 110,001 8d6 Scribis +2 to Spellcraft
Spell Focus +3
9 175,001 9d6 Zealot Patrons Escape (60') 3x/day
10 300,001 10d6 Father Immune to mind affecting magic(G)
Resistance 1/4 dmg to 1 element 1x/day(E)
11 450,001 10d6+1 Master Pact Boon
Eldritch Invocation
12 300,001 10D6+2 Dark Priest Patrons Escape (60') 5x/day
+3 to Spellcraft
Spell Focus +4
13 900,001 10D6+3 High Priest Exorcism gate 1/day(G)
Dark Delirium 1/day(E)
14 1,200,001 10D6+4 Dark Pactor Patrons Arcanum 2x/day
Eldritch Invocation
15 1,500,001 10D6+5 High Pactor Pact Boon
16 1,800,001 10D6+6 Air Master Exorcism Gate 3/day(E)
Dark Delirium 3/day(E)
+4 to Spellcraft
17 2,100,001 10D6+7 Water Master Exorcism gate 3/day(G)
18 2,400,001 10D6+8 Earth Master Pact Boon
Spell Focus +5 Eldritch Invocation
19 2,700,001 10D6+9 Fire Master Patrons Escape (60') at will
Pact Boon
20 3,000,001 10D6+10 Void Master Patrons Form






Warlocks Spell Progression Spells HERE

Level 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl 6th lvl 7th lvl
1 2
2 3 1
3 3 2
4 4 2 1
5 4 3 2
6 4 3 2 1
7 5 3 3 1
8 5 4 3 2
9 5 4 3 2 1
10 6 4 6 2 1
11 6 4 4 2 2 1
12 6 5 4 3 2 1
13 6 5 4 3 2 2 1
14 7 5 4 3 3 2 1
15 7 5 5 3 3 3 2
16 7 6 5 4 3 3 2
17 7 6 5 4 3 3 3
18 8 6 5 5 4 3 3
19 8 6 6 5 4 4 3
20 8 7 6 5 4 4 3

 
Warlock Spellcraft:
A warlock casts his spells from prayers of arcane secrets whispered to them, from their patron. But not all translates properly all the time. The Warlock must roll a d20 for his spellcasting. The Warlock will attempt to cast a spell, rolling a d20 and using his various bonuses and penalties. The final number is then checked on that particular spell list. Many things can affect the final score of the Spellcraft roll:
  • Warlock Level

  • Boons or Banes

  • Gifts

  • Spell Focus

  • Magic items


  • The result of the spell could be very bad, failure, success, very good, or even better!

    Spellcraft Roll:
    1d20+Focus+Boons+Magic items - Banes= Spellcraft effect roll.


    You can find the list of spells written for the Warlock on the Warlock Spell List">    

    Warlock Abilities:

    At first level, your patron's mark on you is either the gift of Eldritch Blast cantrip (see spells), or a mutation to mark you as one of the patron's faithful. This will be handled by the DM.


    Patrons Escape:
    Starting at 6th level, you can vanish in a puff of mist in response to harm. When you are successfully hit, BEFORE damage is rolled, you can use this ability to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
    Once you use this feature, you can't use it again until after a full 8 hour rest. This ability increases at 9th, 12th, and 19th level.


    Patrons Arcanum:
    At 6th level, the Warlock can petition his/her patron for a gift called an Arcanum. The Warlock picks one spell, up to 3rd level, and can cast that spell for free once per day.
    The Arcanum takes up no spell slot, or components, but the Warlock's spell focus must be in hand when it is cast.


    Exorcism Gate:
    Starting at 13th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower Planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 8d10 damage and is stunned 2d6 rounds as it reels from its horrific experience.
    Once you use this feature, you can’t use it again until you take an 8-hour rest.


    Dark Delirium:
    Starting at 13th level, you can plunge a creature into an illusory realm. As a power, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw with penalty to 1/3rd your Cha. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose.
    The creature can see and hear only itself, you, and the illusion. You must rest a full 8 hours before you can use this feature again.





    Warlock Pacts

    - Pact of the Tome
    Pact of the Tome is good for those who want access to different types of spells. With this particular pact, your patron bestows upon you a delightful grimoire full of cantrips from other casters.
    Your Spell focus is usually a book ,or tome of spells or prayers to your patron.

    -Pact of the Blade
    Pact of the Blade lets you use your turn to create a magical pact weapon. This can be anything, from a giant axe to a crossbow. You’re proficient with it - meaning you’ll hit good. As the weapon is magical, it’s handy for fighting wraiths and other spooky beasts that are impervious to physical damage. Using any weapon other than your blade pact will give penalties.

    - Pact of the Chain
    Pact of the Chain gives you the wonderful Find Familiar spell. Other classes get access to this, but not like the warlock does. These familiars are quite special. They can do all sorts of things, from scouting on little wings, to helping you out in combat. Some of them even talk.
    You can pick from an adorable pseudo dragon (a tiny dragon), imp (a tiny devil), quasit (a tiny fiend) or sprite (a tiny fey). Each beastie has unique skills. At higher levels, you can choose to see through their eyes as they travel about.
    If your familiar is hurt or killed, the damage is transferred to you. Your familiar can be used as a spell focus and cast through the familiar. if not a totem of the familiar is held when the familiar is away from the warlock.

    - Pact of the Talisman
    The Pact of the Talisman gives you a magical talisman to use, available no matter your patron, which gives an extra -d4 bonus to any ability checks, no matter who carries it. If the warlock carries the talisman, they get a straight -4 bonus to ability checks. Checks change on a person other than the Warlock if they return the talisman and wait 24 hours.
    Also, anyone wearing the talisman of the patron is in telepathic communication with the Warlock.
    Higher levels, the talisman can act as a source for warlock ranged touch spells

    - Pact of the Maw
    This Warlock Pact Boon is exactly what it sounds like. It gives the Warlock an extra mouth somewhere on their body that can be used as a regular mouth, to consume food and such, along with also functioning as extra storage, an arcane focus, or to perform bite attacks.
    At higher levels, the extra mouth can cast Patron invocations and also spells on its own that only need verbal components.

    -Pact of the Shroud
    The Pact of the Shroud allows the Warlock to take a material object of clothing, and consecrate it to their patron. The shroud, or cape, tunic, or vestment as the player prefers, wraps itself around the Warlock and gives them a -1 bonus to their AC and a bonus to saving throws until they die or are dismissed. The shroud doesn't manifest from nothing but is a physical piece of clothing that has been subjected to a certain ritual. At higher levels, the shroud can take on different shapes and deal some damage.


    Warlock 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.
    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

    Agonizing Blast
    Prerequisite: eldritch blast cantrip
    When you cast eldritch blast, add your Charisma Loyalty Base modifier to the damage it deals on a hit.
    Armor of Shadows/Light
    You can cast mage armor on yourself at will, without expending a spell slot or material components.

    Ascendant Step
    Prerequisite: 9th level
    You can cast levitate on yourself at will, without expending a spell slot or material components.

    Aspect of the Moon
    Prequisite: level 2, Pack of the Tome
    You no longer need to sleep, and you cannot be forced to sleep via normal or magic means.(Passive)

    Beastspeech
    Prerequisite: level 2
    You can cast speak with animals at will, without expending a spell slot.

    Beguiling Influence Prerequisite: Level 2
    You gain proficiency in the Deception [cha] and Persuasion [cha-1] skills.

    Bewitching Whispers Prerequisite: 7th level
    You can cast compulsion once using a Warlock spell slot. You can’t do so again until you finish a long rest.

    Book of Ancient Secrets
    Prerequisite: Pact of the Tome
    You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells as a 10 minute ritual from any class’s spell list. The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a Warlock spell you know as a ritual.

    On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your Warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level o f the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

    Chains of Carceri
    Prerequisite: 15th level, Pact of the Chain feature
    You can cast hold a monster equal to, or less than your level in HD + your Spellcraft bonus, at will -targeting a celestial, fiend, abberation or elemental- without expending a spell slot or material components. You must finish a full 8 rest before you can use this invocation on the same creature again.

    Dreadful Word
    Prerequisite: 7th level
    You can cast confusion once using a Warlock spell slot. You can’t do so again until you finish 8 hour rest.

    Eldritch Spear:
    Prerequisite: Eldritch Blast Cantrip
    When casting Eldritch blast, your range is 300 feet and does d10 dmg.

    Eyes of the Otherworld
    Prerequisite: Level 2
    Your eyes glow red, or white, or just flicker with supernatural light. You gain Infravision, as well as the ability to see in magical Darkness to 120'. (Passive)

    Far Scribe
    Prerequisite: Level 5, Pact of the Tome
    You may cast Sending to a target who has written their name in your Book, or a drop of their blood.

    Gaze of Two Minds
    You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane o f existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
    While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

    Ghostly Vision
    Prerequisite: 7th Level
    Grant the ability to see through solid objects to a range of 30 ft for 1 minute, 3 times per day. Your eyes go milky white.

    Gift of the Ever-Living
    Prerequisite: Level 2, Pact of the Chain
    If you’ve taken the Pact of the Chain, this Invocation helps you get the most value possible out of healing spells, potions, and hit dice.
    As long as your familiar is within 100 feet of you, the Gift of the Ever-Living Ones lets you treat all dice as if they rolled their maximum value when determining how many hit points you recover.

    Gift of the Protector
    Prerequisite: Level 9, Pact of the Tome
    A creature that has written its name on your Book of Shadows drops to 1 hp when reduced to 0 hp, 1 per day.

    Grasp of Hastur
    Prerequisite: Eldritch Blast Cantrip
    Successful hit with Eldritch blast, pulls creature or target 10 ft towards you, per successful hit.

    Horns of The Patron
    Prerequisite: 3rd level
    You gain horns, allowing you a free attack (headbutt, if possible)with any bonuses for boons, at end of Initiative

    Improved Pact Weapon
    Prerequisite: Pact of the Blade
    The weapon of your Pact can be used as spellcasting focus, the weapon gains a +1 bonus and can be a bow or a crossbow.

    Lance of Lethargy
    Prerequisite: Eldritch Blast
    Hit a creature with eldritch blast reduces its speed by 10 ft.

    Lifedrinker
    Prerequisite: 12th level, Pact o f the Blade feature
    When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

    Mask of Many Faces
    You can cast disguise self at will, without expending a spell slot.

    Master of Forms
    Prerequisite: 15th level
    You can cast alter self at will, without expending a spell slot.

    Minions of Chaos
    Prerequisite: 9th level
    You can cast conjure elemental once using a Warlock spell slot. You can’t do so again until you finish a long rest.

    Mire of the Mind
    Prerequisite: 5th level
    You can cast slow once using a Warlock spell slot. You can’t do so again until you finish a long rest. Misty Visions
    You can cast silent image at will, without expending a spell slot or material components.

    One with Shadows
    Prerequisite: 5th level
    When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or reaction.

    Otherworldly Leap
    Prerequisite: 9th level
    You can cast jump on yourself at will, without expending a spell slot or material components.

    Voice of the Chain Master
    Prerequisite: eldritch blast cantrip
    When you hit a creature with eldritch blast, If it is size Small or Tiny, you can push the creature up to 10 feet away from you in a straight line or lock them in place, with no movement, till your next round.

    Sculptor of Flesh
    Prerequisite: 7th level
    You can cast polymorph once using a Warlock spell slot. You can’t do so again until you finish a long rest.

    Sign of Ill Omen
    Prerequisite: 5th level
    You can cast bestow curse once using a Warlock spell slot. You can’t do so again until you finish a long rest.

    Thief of Fates
    You can cast bane once using a Warlock spell slot. You can’t do so again until you finish a long rest.

    Thirst of the Blade
    Prerequisite: 5th level, Pact o f the Blade feature
    You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

    Visions of Distant Realms
    Prerequisite: 15th level
    You can cast arcane eye at will, without expending a spell slot.

    Voice of the Chain Master
    Prerequisite: Pact o f the Chain feature
    You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as
    you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

    Whispers of the Grave
    Prerequisite: 9th level
    You can cast speak with dead at will, without expending a spell slot.

    Witch Sight
    Prerequisite: 15th level
    You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

    Type
    Arcane

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