Power, Learning, and Castings
PowerA warlock's power determines both the level of the spells they can use and the amount of times they can cast said spells. There are ten power levels total. A warlock's power level increases every other level. At level 1, a warlock's power level is 1. The first increase in power level will happen at level 3. Power level increases by one with every odd level reached. Each power level unlocked reveals new spells to learn.
Learning SpellsWarlock's begin with the ability to learn three spells between their level 0 and level 1 spells offered. Warlocks learn additional spells as they level up. At each level where a warlock's power doesn't increase (the even levels), the warlock can learn one additional spell. At each level where a warlock's power increases (the odd levels), a warlock can learn two additional spells.
Level 0 Spells
Conjure Useful Item
Area A cube of space, 1 yard on a side, originating from a point you can reach
Duration One Minute
A Size 1 or smaller object made from bone that is neither magical nor worth more than 1 ss appears in the area.
Target One creature within medium range
You attack your target's soul. Make an Intelligence attack roll against its Agility. On a success, the target takes 1d6 damage and makes attack rolls with your wisdom modifier working against it for twelve seconds.
Area A sphere with a 30-foot radius centered on a point within your space
Duration One minute
You know the locations of any living creatures in the area. Such creatures cannot become hidden from you for the duration.
Power 1 Spells
Target One Size 1/2 or 1 corpse you can reach
You touch the target. If you concentrate and maintain contact with the target for 12 seconds, it becomes a compelled animated corpse of its Size.
Area A circle on the ground with a 5-yard radius centered on a point within short range
Duration Thirty Seconds
For the duration, darkness spreads across the area; bony claws and rotting hands rise from the ground, which becomes difficult terrain. Each creature in the area when you cast the spell or that is in the area at the end of a round must make an Agility challenge roll. On a failure, it takes 1d6 damage and becomes immobilized for the duration. If it was already immobilized, it instead takes 1d6 extra damage. The creature can use an action to tear free, removing the immobilized affliction.
Target One living creature within short range
Make an intelligence attack roll against your target's soul. On a success, the target takes 1d6 damage plus your wisdom modifier and becomes frightened for six seconds. If already frightened, the target takes an extra 1d4 damage plus your wisdom modifier.
Bind Small Beast
AreaA cube of space, 1 yard on a side, originating from a point within medium range and resting on a solid surface.
Duration One Minute + Wisdom modifier
One compelled small skeletal beast appears in your area. The duration of the spell is increased by one minute per point in your wisdom modifier.
Power 2 Spells
To Answer Before Listening...Target One Creature within 50 ft
Cross-Class Trigger You funnel helldust into a creature's body. For 18 seconds, the creatures suffers disadvantage to its saving throws and disadvantage against its attack rolls against two creatures of your choosing. Trigger for the reaver spell "...That is Folly and Shame."
...It Tolls for TheeTarget One creature under the effect of the ghost spell "Ask Not for Whom the Bell Tolls..."
Cross-Class Detonator You choose a target affected by the ghost spell "Ask Not for Whom the Bell Tolls..." You deal 1d4 damage for every creature in the spell's range to one creature of your choosing. (e.g. if five allies and two enemies are in the effect range of "Ask Not for Whom the Bell Tolls..." you deal 7d4 damage to one enemy.)
Bone SplintersTarget One creature that has bones in its body within medium range
Make an Intelligence attack roll against the target’s Strength. On a success, the target takes 3d6 + 5 damage. If it becomes incapacitated by this damage, it dies instantly and the bones in its body explode in a 3-yard-long cone originating from a point within its space. Everything in the area takes 1d6 damage; creatures take no damage with a success on an Agility challenge roll.
Summon CorpseTarget A cube of space, 2 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1d4 rounds + Wisdom Modifier
Casting Time One action
You summon a friendly skeleton or zombie to aid you. You have complete control over what the summoned creature does. These creatures can only perform simple tasks. The number of summons you can have at one time is 1/2 your power level + Wisdom modifier, rounding down.
Skeletal SteedsTarget A cube, 10 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 2 hours
A group of 1d6 steeds (as undead horses) appear in the area. They can have any appearance you choose. The conjured steeds are friendly to you and become compelled by any creature that rides them.
Bind Medium BeastArea A cube of space, 2 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 1 minute
One compelled medium skeletal beast appears in the area. The duration of the spell is increased by one minute per point in your wisdom modifier.
Level 4 Class Development
Tether UndeadA Tethered Undead can be summoned and dispelled at any time without penalty so long as the undead has not been recently destroyed and the Tether is in a serviceable condition. To create a Tether, one must bind a soul to a husk, using part of said husk's body as the Tether itself.
A normal person will create a zombie if tethered. Special undead (vampires, leshen, draugr, etc.) can be found in certain areas of the world and tethered if they're unclaimed by a soul. If claimed by a soul, the wild undead must be defeated and its husk vacated before a soul can be bound.
You can tether as many undead as your power level (e.g. 2 Tethers possible is Power Level is 2).
If an Tethered Undead is killed, it will return after a long rest. If the Tether is destroyed, the Tethered Undead will be gone forever, its soul returned to the Animarum.
Tether OptionsChoose one
Undead Riding Horse
Undead Constrictor Snake
Additional Tether Option Skeleton
Pack Tactics Tethers and summoned undead gain the Pack Tactics feature
Additional Tether Option Undead Wolf
Loyal Bodygaurd Tethers and summoned undead gain the lyal bodyguard feature for the summoner and fellow undead.
Power 3 Spells
Part Bone from FleshTarget One creature that has bones in its body within medium range.
The target’s bones shift under its skin. Make an Intellect attack roll against its Strength. On a success, the target takes 6d6 damage. If the target becomes incapacitated by this damage, it dies instantly; its bones tear free from the flesh to become an animated corpse of the target’s Size that occupies its former space. The animated corpse attacks the creature nearest to it each round, choosing its target randomly if presented with multiple targets.
Attack Roll 20+ The target takes 2d6 extra damage.
Wendigo's GazeTarget One creature within 50 feet.
Make an Intelligence attack roll against the target’s Strength. On a success, the target takes 3d6 damage and you regain the casting of one spell of rank 1 or lower.
Attack Roll 20+ The target takes 2d6 extra damage and you instead regain the casting of one spell of rank 2 or lower.
Yhenn's LamentationTarget Up to three creatures within medium range.
Three helldust arrows, large enough to be javelins, leap from your hand, divided as you choose among the targets. For each arrow, make an Intelligence attack roll against the target’s Dexterity. On a success, the target takes 2d6 damage and is moved 1d6 yards away from you.
Attack Roll 20+ The target takes 1d6 extra damage.