Warlock in Geshkara | World Anvil

Warlock

A student of the taboo, forbidden, and things best left forgotten, you weave dark magic into powerful forces.   You must have a Willpower score of 7 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features Cantrips Known Spell Level Spells Known
1st +2 1 Arcane Discipline, Occult Secrets 3 1 4
2nd +2 1 - 3 1 6
3rd +2 1 Ability Score Improvement 3 2 9
4th +3 2 - 4 2 11
5th +3 2 Forbidden Knowledge 4 2 13
6th +3 2 - 4 3 15
7th +3 3 Ability Score Improvement 5 3 17
8th +4 3 - 5 3 18
9th +4 Ultra - 5 4 20
10th +4 - Warlock Feature 5 4 21
 

Class Features

Hit Points

Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier
 

Mana Points

Mana Points at 1st Level: 3 × your Intelligence modifier + 2 × your Willpower modifier
Mana Points at 2nd to 3rd Level: 2d6 + your Intelligence modifier
Mana Points at 4th to 6th Level: 4d4 + 2 × your Intelligence modifier
Mana Points at 7th to 8th Level: 4d6 + 3 × your Intelligence modifier
Mana Points at 9th to 10th Level: 6d8 + 3 × your Intelligence modifier
 

Proficiencies

Armour: light
Weapons: simple
Tools: none
Saving Throws: Willpower, Charisma
Skills: Arcana, Occult, and choose one from Intuition, Investigation, Lore, Survival.
Other: Elvish, basic  

Spellcasting

You regenerate half of your mana on a rest.  

Forbidden knowledge

At 5th level, as one of the spells you learn that level, you may learn one spell that otherwise requires an arcane tome to learn. Starting at 5th level, you also gain +4 to Occult checks when attempting to learn a new spell from an arcane tome.  

Perk List

Perk Name Tier Description
Arcane Discipline 0 As a mage, you gain the following traits:
  • You have a pool of mana you can use to cast spells equal to 3 times your Intelligence modifier plus 2 times your Willpower modifier.
  • You gain proficiency in Arcana.
  • You regenerate half of your mana on a rest.
  • You know Elvish.
Occult Secrets 0 You’ve delved into the secrets of the world, and learned things that are better left unknown. You channel a dark and otherworldly magic. Gain the following traits:
  • You gain proficiency in light armour and simple weapons.
  • You gain proficiency in Willpower and Charisma saving throws.
  • You gain proficiency in Occult and one of Intuition, Investigation, Lore, Survival.
Perk Name Tier Description
Antiquarian 1 You’ve spent a great deal of time scouring over lost tomes of forbidden knowledge, and come out the other side. Gain the following traits:
  • Your Occult skill increases by +2.
  • You gain +5 to Lore checks that employ archaeological or anthropological knowledge. If you are not proficient in Lore, you may make Skilled checks when you gain this bonus.
  • You gain +3 to saves against effects that deal spirital damage (necrotic, psychic, radiant), and Willpower saves against insanity.
  • You gain +3 resistance to psychic damage.
  • You know conversational Low Planar.
Blood Magic 1 Blood holds many secrets, secrets which you’ve learned at great expense. Gain the following traits:
  • You can turn blood directly into raw magical energy. As a bonus action, you can exchange a number of health points up to your Willpower score to gain as many mana points. This damage is caused by raw exchange of energy and cannot be adjusted.
  • You can enchant blood. Over the course of an hour, you can weave 1 pint of blood into a regenerative concoction. When imbibed, roll a d6, on a 1, you take 1d6 + 1 necrotic damage; on any other roll, you regain 1d6 + 1 hit points.
  • Blood speaks to you. Over the course of a ritual lasting 1 minute, you can peer into the last moments of a creature that has died within the last 24 hours and which has a sufficient quantity of blood for the ritual. Make an Occult check; depending on the roll, you may learn as little as nothing, the last emotion the creature felt before it died, or as much as a clear vision of its last memory.
Empowered Font 1 You can empower your spells further at a cost to your energy. Gain the following traits:
  • When you cast a spell that requires you to make a roll, you may expend 1 mana point per spell level to increase your roll by +1, up to a maximum of +3.
  • When you cast a spell that requires a target or targets to make a saving throw, you may expend 2 mana points per spell level to increase the save DC by +1, up to a maximum of +3.
Pact Magic 1 You’ve struck a deal with (or perhaps you simply stole from) a powerful entity. Gain the following traits:
  • Your mana increases by your Charisma score.
  • When you rest, you have an additional 2 rest dice you can spend to regain mana.
  • You immediately learn any 2 warlock spells and 1 warlock cantrip of your choice. They may be spells that otherwise require a spellbook to learn.
  • Y̷̧̑̄ǭ̷u̴̩͊ȓ̷̰ ̷̣͚̍̕p̷̼͌ǎ̵͖͖̿t̷̐ͅr̵̺͂o̸̠̽̔n̸̨͗͘ ̴̬͌͋w̸̲̭͑ì̴̥̳̇l̴̖̃̆l̸̞͚̉ ̵̲̀e̴͓̓̓ͅx̸͔̉̌p̴̣̠̀͌é̷̘̩ĉ̵̞̝t̷̨͇̓̕ ̷̬̓t̴̥́h̷̺́̓i̶̞͂̑ń̴̞̣̀g̷̰̩̓͠s̵̡̍̒ ̶͕͛ͅf̴͛͗ͅr̵̗̙̒o̸͕͗̾ͅm̵̗̌ ̴̥̍ÿ̵̪́o̷͍̞̒ȗ̴̥̮.̷͓́̓
Summoner 1 You prefer to let others do things for you, and (perhaps for lack of friends) you’ve gotten quite good at summoning things to do them. Gain the following traits:
  • Any creature that you summon gains temporary hit points equal to your warlock level.
  • The speed of creatures summoned by you increases by 1/6 of their base move speed.
  • Creatures that require a bonus action to command can now be commanded with a free action.
Perk Name Tier Description
Astral Magic 2 You've made communion with the stars. Gain the following traits:
  • You gain a +3 resistance to radiant damage.
  • Whenever you deal radiant damage, you deal additional radiant damage equal to your Willpower modifier.
  • You gain the cantrip "Light". If you already have it, you may gain another Warlock cantrip.
  • When you are outdoors, you may use an action to channel the stars' energy, activating one of the following effects:
    • You siphon mana from the stars, regaining mana points equal to your Warlock level + your Charisma modifier.
    • You call the stars down to earth, making three attacks on creatures under open sky within 120 ft. If an attack hits, it deals 1d10 radiant damage to the target.
    • You create a burst of starlight: all creatures within 10 ft. of you must make an Agility saving throw against your spell DC or become Blinded for 1 minute.
    Once you use this feature, you can't use it again until you finish a rest.
Blood Sorcery 2 Prerequisite: Blood Magic
You've truly unlocked the secrets of blood; no longer does it just speak to you, but it sings, and its melody is haunting. Gain the following traits:
  • You've learned to exchange others' blood on the fly. When you damage an enemy with any damage type except psychic, you can siphon their blood, healing your health, mana, or a comination of both for half the damage you dealt, to a maximum of your Warlock level. Once you use this feature, you can't use it again until completing a rest.
  • Your ability to enchant blood improves: you now need half an hour to enchant ½ a pint of blood into a standard blood concoction. You can also now create an enhanced concoction, enchanting 1 pint of blood over an hour. When imbibed, this enhanced concoction behaves like the standard concoction, except both rolls are replaced with a d10.
  • All necotic damage you deal increases by +1, and you gain +1 resistance to necrotic damage.
Flux 2 You can bend and twist the weave in unexpected ways. You gain the ability to gain and use flux points. These points can be used to activate the following effects:
  • As a reaction, you may spend 2 flux points to reroll a single ability check, saving throw, or attack roll.
  • As a reaction, you may spend X flux points to reroll X damage dice.
  • As a reaction, you may spend 5 flux points to ignore the damage done by a single attack or spell.
  • You may use X flux points as X mana points for the purposes of casting spells.
You gain flux points when you use mana to cast a spell equal to the spell's level. You may have a number of flux points equal to your level in the Arcane Discipline. Any unused flux points disappear at dawn.
Occultist 2 Prerequisite: Antiquarian
  • You gain an additional +1 to your Occult skill.
  • When fighting, you may use a bonus action to make an Occult check on a creature. A roll of 14 or higher reveals its AC, a roll of 18 or higher further reveals its immunities, resistances, and vulnerabilities, a roll of 22 or higher further reveals its hit points and mana points (if applicable). If using this ability on a planar entity, the DCs drop by 2. You may use this ability multiple times on the same creature. You can use this feature a number of times equal to your Charisma modifier before needing to finish a rest.
Petitioner 2 Prerequisite: Pact Magic
Your patron has extended their favour towards you. Gain the following traits:
  • You immediately learn any 1 warlock spell of your choice. It may be a spell that otherwise requires a spellbook to learn.
  • When you make a roll, you may call upon your patron bend fate for you. Roll a d6 and add its result to your roll. You can use this feature a number of times equal to your Charisma modifier before needing to complete a rest.
  • Your patron enables you to cheat death: when you succeed a death saving throw, you may regain 1d6 hit points. Once you use this feature, you may must spend 2 Rest Dice to replenish it over a rest.
Vampire 2 You’ve been afflicted (or perhaps gifted) with vampirism. Gain the following traits:
  • You have 120 feet of darkvision.
  • You gain −8 vulnerability to piercing damage caused by wooden weapons.
  • You gain a −5 vulnerability to radiant damage.
  • You gain a +5 resistance to necrotic damage.
  • You no longer need to eat food, but you must drink blood. Animal blood will suffice, but having drank human blood in the last 24 hours will allow you to use the Vampire Regeneration feature.
  • You can complete a rest in half the time it normally takes.
  • Enthralling Gaze: as a bonus action, you can gaze into the soul of another humanoid creature and attempt to enthrall them. The creature must make a Willpower save against your spell save DC, or be charmed by you for 1 hour. When they are no longer charmed, they have no memory of the time they were charmed. Once you use this feature, you must spend 1 Rest Die to replenish this feature over a rest.
  • Vampire Regeneration: as a bonus action, you can activate a feat of regeneration. You gain 1d4 + your Willpower modifier health points at the beginning of your turn for three turns. Once you use this feature you must spend 1 Rest Die to replenish this feature over a rest.
Perk Name Tier Description
Arcane Servant 3 Gain the following trait:
  • You gain the ability to summon an Arcane Shade, which uses the standard Arcane Shade stat bloc. You must conduct a 10 minute ritual to summon the shade, which, once summoned, will follow your orders until you dismiss it as an action, or it dies. You can command the shade telepathically as a bonus action.
Higher Vampire 3 Prerequisite: Vampire
Gain the following traits:
  • Bat Transformation: as an action, you may transform into a bat, using the bat stat bloc, but you retain your current hit points and mental stats, and are capable of casting spells in this form. This transformation lasts 10 minutes, or until you dismiss it as an action.
  • You no longer require human blood in order to use the Vampire Regeneration feature.
Secrets of the Stars 3 Prerequisite: Astral Magic
Gain the following traits:
  • You learn 1 spell that otherwise requires a spellbook to learn.
  • You can slow the progress of the stars for a time. You may spend 20 mana to slow the stars, allowing the completion of an 8 hour overnight rest in 1 hour. Once you use this ability, you may not use it again for a week.
  • When calling the stars down, if you roll a critical hit, you call down a nova. If the target of the attack has no more than 50 hit points, and no more than a +1 resistance to radiant damage, the nova instantly incinerates the target. If not, the attack deals 4d10 radiant damage.
Siphon 3 You may use the below features a number of times equal to your Willpower modifier (minimum of 1) before needing to complete a rest. If you took the Flux perk, you may spend one flux point to cause the target to fail their saving throw.
  • You can silently siphon vitality from a target. As an action, you can reduce the target’s Mood by 1, and increase your Mood by 1.
  • As an action, you can draw magic from the very weave itself, gaining a number of mana points equal to 2d6 + your spellcasting modifier.
  • Whenever you deal damage to an enemy, you can use a reaction to force them to make a Constitution saving throw equal to your spell DC. If they fail, the target takes an additional 1d4 necrotic damage, and you gain a number of hit points or a number of mana points equal to half the damage they received.

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