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Warlock

warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or a fey enchantress—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world, to shadow or undeath.

 

Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.

archfey.png
celestial.png
fiend.png
hexblade.png
undying.png

Subclasses

Warlock Avatar.png
Warlock Symbol Transparent.png
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Basics

  • Base Hit Points: 56

  • Hit Points per Advancement: 14

  • Actions: 1 Attack, 1 Bonus, 1 Reaction

  • Pact Magic

    • Level 8: +2

    • Level 12:+1 (3)

  • Casting Attribute: Charisma

  • Starting Kit:

    • Shortsword

    • Leather Armor

Proficiencies

  • Armor: Light Armor

  • Weapons: Simple weapons

  • Saving Throws: Wisdom, Charisma

  • Skills: Arcana, History

  • Spell Bonus:​

    • Level 8: +2​

    • Level 10: +1 (3)

    • Level 12: +1 (4)

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components. A protective magical force surrounds you until the end of combat. The target’s AC becomes 13 + DEX.

Fiendish Vigor

Bolster yourself with a necromantic facsimile of life. You gain 12 temporary hit points.

Grasp of Hadar | Repelling Blast

When you successfully hit a creature with Eldritch Blast, you can use this feature to pull or push the creature up to 2 tiles toward or away from you in a straight line. Applies before all reactions.

Otherworldly Leap

Requires Level 10

Acquire the ability to cast Jump on yourself as your next move action. This can be a vertical movement as long as there is a suitable location to find within a 6 tile range.

Shroud of Shadow

Requires Level 12

You surround yourself with a veil of shadow, rendering you invisible to your foes up until you take any action.

Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

Choose your otherworldly patron (subclass) from the four available: The Archfey, The Fiend, The Hexblade, and The Undying. These will be unlocked at Level 10 and reach their full potential at Level 12.

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

Pact Magic Slots

Level 8

  • Pact Magic: 2

Level 12

  • Pact Magic: 3

Combat Spells

The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters.

Chill Touch

Necromancy

1 Action

V, S

You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn.

2d8 Necrotic Damage

(1d20 + Spell Bonus vs AC)

Flavor Spells

The following spells are included in the warlock's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10.

Control Flames

Transmutation

1 Action

S

 

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Ritual Spells

Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand.

Dream

Illusion

1 Minute

V, S, M

Class Required:

  • Cleric: Twilight Domain

  • Druid: Circle of Dreams

  • Bard: College of Glamour

  • Warlock

Component Required:

  • Ground  up Valor Bell (Flavor)

  • Ground  up Brisk Leaf (Flavor)

  • Ground  up Mother's Leaf (Flavor)

 

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest.

 

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

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archfey.png

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Bonus Proficiencies

  • Skills: Nature

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. 

 

Fey Presence

Project a beguiling and fearsome presence of the fey, attempting to charm up to 10 humanoid targets within a 1 tile range of you. Each target must make a Wisdom Saving Throw. The creatures that fail their saving throws are all charmed by you until the end of their next turn. Usable once per short rest.

Misty Escape

You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible, and teleporting up to 6 tiles away. You can remain invisible until the start of your next turn, or until you attack or cast a spell. Usable once per short rest.

Beguiling Defenses

Requires Level 12

Your patron taught you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for the duration of the fight or until the creature takes any damage.

Pact Spells

Calm Emotions

Enchantment

1 Action

V, S

 

You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. This effect ends if hostile action is taken against them, or their allies.

Acquired at Level 12.

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celestial.png

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

 

Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Bonus Proficiencies

  • Skills: Medicine

  • Class Resources

    • Level 10: +8

    • Level 12: +12

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. 

Healing Light

As a bonus action, you can heal one creature you can see within 6 tiles for 4d6 hit points for the cost of 4 Class Resources.

Celestial Resilience

When you complete a long or short rest you gain temporary hit points equal to your Character Level + Charisma score.

Searing Vengeance

Requires Level 12

The radiant energy you channel allows you to resist death. When you reach 0 hit points at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. If you have remaining class resources, consume all remaining CR, healing 1d6 per CR. Each creature within 3 tiles that you choose takes 2d8 + Charisma points of radiant damage and are also blinded until the end of their next turn.

Pact Spells

Sword Burst

Conjuration

1 Action

V

 

You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage.

Flavor Spells

Light

Evocation

1 Action

V

 

You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

* Flavor spell; not reflected in RPR. Used for roleplay.

Ritual Spells

Regenerate

Transmutation

1 Minute

V, S, M

Class Required:

  • Cleric: Life Domain

  • Druid: Circle of Dreams

  • Sorcerer: Divine Soul

  • Warlock: Pact of the Celestial

Components Required:

  • 4x Holy Water

  • 35x Arcane Residue

 

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

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fiend.png

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Bonus Proficiencies

  • Skills: Deception

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. 

 

Dark One's Blessing

When you reduce a hostile creature to 0 Hit Points, you heal CHA+Lvl.

Hurl Through Hell

Requires Level 12

When you hit a creature with a melee attack or any spell/cantrip that targets AC, you can choose to briefly banish them to the lower planes. The creature disappears, and cannot be targetted until they return. At the end of their next turn, they return to their former position and take 5d6 psychic damage from the horrific experience if they are not a fiend. Usable once per long rest.

Pact Spells

Burning Hands

Evocation

1 Action

V, S

 

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 7d6 fire damage on a failed save or half as much on a success.

 

(8 + Spell Bonus vs DEX Save)

Ritual Spells

Hallow

Evocation
24 Hours
V, S, M

Class Required:

  • Cleric

  • Warlock: Pact of the Fiend

Components Required:

  • 10x Daisy

  • 10x Briskleaf

  • 10x Mother'sleaf

  • 10x Giant's Root

  • 10x Valorbell

  • 30x Arcane Residue

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.


Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground.

Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground.

Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial.

Each cleric may only hallow a single location and a clan may only possess one hallowed location.

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hexblade.png

You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Bonus Proficiencies

  • Armor: Medium armor, shields

  • Weapons: Martial weapons

  • Skills: Athletics

Extra Attack

You gain an additional Attack Action for a total of 2 per turn.

Hexblade Attack

In the place of a normal weapon attack, you may pull upon the magic of your hexblade to attack instead, supplanting Attack Bonus for Spell Bonus when using any 1d6 or 1d8 weapon.

Hexblade's Curse

You place a baleful curse on someone within 6 tiles of you. The curse remains for the remainder of combat.

 

Hexblade's Curse (Feed)

Once the target you cursed falls in battle, you can exhume their life essence and regain 10 + Charisma worth in hit points.

Eldritch Smite

Once per turn when you hit a creature with your pact weapon, you can expend a pact magic slot to deal an extra 5d8 damage and knock the target prone.

Relentless Hex

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 3 tiles  to an unoccupied space you can see within 1 tile of the target cursed by your Hexblade's Curse. To teleport in this way, you must be able to see the cursed target.

Armor of Hexes

Requires Level 12
If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a 1d10. On a 6 or higher, the attack instead misses you, regardless of its roll.

Pact Spells

Phantasmal Killer

Illusion

1 Action

V, S

 

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 5d10 psychic damage and cannot take a reaction until their next turn. This spell takes priority before all reactions.

 

(8 + Spell Bonus vs WIS Save)

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undying.png

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.

Bonus Proficiencies

  • Skills: Perception

  • Class Resources

    • Level 10: +3

    • Level 12: +3(6)

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. 

 

Indestructible Life

You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action and one class resource to regain hit points equal to 1d8 +12 aslong as you have not taken fire or radiant damage in the last or current turn. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Defy Death

Requires Level 12

For the cost of your reaction and two class resources, you may return yourself or a creature you can see within' 6 tiles back to combat when they hit 0 HP, healing them for 1d8+CON. Must be done the very moment they hit 0 HP. Cannot be used on the same target twice, unless you are the target.

Pact Spells

Ray of Sickness

Necromancy
1 Action
V, S

A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 5d8 poison damage and the Poisoned Status.

Ritual Spells

Legend Lore

Divination
10 Minutes
V, S, M

Class Required:

  • Bard: College of Lore

  • Cleric

  • Wizard

  • Warlock: Pact of the Undying

Components Required:

  • 10x Daisy

  • 10x Briskleaf

  • 10x Mother'sleaf

  • 10x Giant's Root

  • 10x Valorbell

  • 30x Arcane Residue

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

 

Please open a Ritual DM Ticket in order to begin the process of casting this ritual.

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