BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Warlock

Warlock (*UNDER CONSTRUCTION*)


Hit Points

Hit Dice: d8 per Warlock (*UNDER CONSTRUCTION*) level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 1d8 + Con mod per level above 1st.

Proficiences

Armor: Light Armor
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two: Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Overview & Creation

With a pseudo-dragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.   As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic. Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world, 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. Drawing on the ancient knowledge of beings such as celestials, demons, devils, and hags warlocks piece together arcane secrets to bolster their own power.


Class Features

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.   List of Eldritch Invocations   PACT BOON
At 3rd level, your 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, pseudo dragon, quasit, or sprite. (or others, tbd)
Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.   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. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical 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 to 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 extra-dimensional space, and it appears whenever you create your pact weapon thereafter. You can't use 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 the 1 hour ritual to break your bond to it. The weapon appears at your feet if it was in the extra-dimensional space.   Pact of the Tome: Your patron gives you a grimoire known in general as the Clavis Servitutis (specific titles will depend on the Patron's desires). 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. [f you lose your Clavis Servitutis, 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.   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 the arcanum. You can cast your arcanum spell once without expending a spell slot. At higher level, you gain more warlock spells of 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 a long 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 our 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.


Starting Equipment

  • Choose: a light crossbow and 20 bolts; or any simple weapon
  • Choose: a component pouch; or an arcane focus
  • Choose: a scholar's pack; or a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
OR
  • 4d4 x 10 Crowns

 


Spellcasting

Your arcane research and the magic bestowed on you by your patron have given you facilily with spells.  

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice a higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spellcasting

Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers lo your spellcasting ability. In addition, you use your Charisma modifier when selling the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier= your proficiency bonus + your Charisma modifier  

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. You regain all expended spell slots when you finish a short or long rest. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave as a 3rd level spell, you must spend one of those slots.  

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


Subclass Options

PATRON

  At 1st level, you strike a bargain with a god-like being. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   The beings that serve as patrons for warlocks could be well-known gods, lesser-known gods or beings that have not been recognized as gods but still have god-like power. These beings often have a cult or organized religion in their names with any number of priests or adherents worshiping them. This is often all such a being needs to exercise their will in the world, but sometimes they need a champion, someone able to affect their will more directly. Patrons give their warlocks access to different powers and invocations, and expect significant favors in return.   Some patrons have many warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only as a last resort, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.   Name
Hexblade Shadow (https://www.dndbeyond.com/subclasses/279138-the-shadow) Chaos (https://www.dndbeyond.com/subclasses/180939-the-chaos) Nature (https://www.dndbeyond.com/subclasses/183213-spirit-of-nature)


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell LevelInvocations Known
1st+2Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!