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Warlock

HP Per Level: 5.

Keywords: Warlock, Spellcaster, Arcane Magic*. A warlock also gains the keyword “Dedicated- Patron” (“Patron” is replaced by their patron’s name). *This may charge to another kind of magic, depending on your pact.

Those who bargain for power with forces greater than their comprehension best be both smart and devious. Warlocks are those brave souls who trade their service to a greater being for magical power. Theirs is a life of staying one clause ahead of their patron, one step ahead of danger, and one moment ahead of demise all in exchange for fantastic powers few can dream of!

Warlock Proficiencies

  • Weapons
    • All Simple Weapons (Skilled)
    • Caster weapons (Professional)
  • Defense: Skilled
    • Armors: Light
  • Saves
    • Fortitude Save (Skilled)
    • Reflex Save (Skilled)
    • Will Save (Professional)
  • Spellcasting: Professional
  • Bonus Languages: None.

Warlock Skills

You are Professional in 1 of the following skills: Arcane Lore, Bluff, Intimidate, Politique, Religion, or Stealth. Additionally, you are Professional with your Pact’s indicated skill.

Level Class Features
1 Signature: Patron’s Favor, Warlock’s Pact, Spellcasting, Eldritch Blast
2 (Feat)
3 Patron’s Reward
4 (Honor)
5 (Ability Score Increase)
6 Invocation
7 (Feat)
8 Patron’s Reward
9 (Honor)
10 (Ability Score Increase)
11 Invocation
12 (Feat)
13 Talent/Order
14 (Honor)
15 (Ability Score Increase)
16 Invocation, Eldritch Cannon
17 (Feat)
18 Patron’s Reward
19 (Honor)
20 Lord of the Pact, (Ability Score Increase)

Class Features

Signature Ability: Patron’s Favor (1st Level)

Your patron plays favorites and you, you have their affection. Because you’re their favorite you’ve been given extra special attention and privileges that others lack.

Benefit: You become Exceptional in Spellcasting.

Eldritch Blast (1st Level)

You unleash a torrent of raw magical energy from your hand, a manifestation of the power of your patron!

Benefit: You can spend an action to unleash a tremendous blast of magical energy in a 30-foot cone or 60-foot line. This causes 1d6 points of damage + Charisma modifier + 1d6 additional damage at 3rd level and every odd level thereafter. The damage type is based on your warlock pact. Creatures within the area of effect can attempt a Reflex save (DC 10 + your proficiency bonus in Spellcasting) to negate the damage. A warlock may only do this once per round.

  • Boost: You can spend 1 Hero Dice to deal Absolute damage to a single target of your choice within the affected area.

Deeper Rules

  • Ranged Attack: An eldritch blast, as it is a ranged attack, provokes an attack of opportunity.
  • Single Target AoE Effect: The boost explicitly allows you to use a specific single target effect (the Absolute damage) within an area of effect.
  • Boss Monsters: Remember, bosses are immune to Absolute damage.

Spellcasting (1st Level)

Benefit: You can cast arcane spells drawn from your patron’s spell list. You start with 1 spell (known as an “invocation”) of your choosing from your patron’s spell list. Warlock invocations don’t cost mana to cast and can be freely cast any number of times between rests, though you can only cast warlock spells you know in this fashion. Your warlock Spellcasting is based on your Charisma.

Deeper Rules

  • Invocations vs Innate Spells: Invocations are not “innate spells”. They are simply “spells you can cast at will”. They used your Spellcasting and are Charisma based.
  • Rituals: A warlock can cast rituals as invocations but they are rare to find on invocation lists.
  • Warlocks Don’t have Mana: Warlocks don’t have mana. Invocations don’t work with abilities that require mana.

Warlock’s Pact (1st Level)

Benefit: You have forged a pact with one of the New Gods (a being who serves as your “patron”); in exchange for some of their power, you become their agent, working for them and towards their goals. The exact nature of the pact is up to you and your GM to discuss, but the benefits are laid out later in this class’s entry. Select the kind of pact you want and add an appropriate oath of service to your patron.

Invocation (6th Level)

Benefit: You learn 1 new invocation from your patron’s spell list.

Invocation (11th Level)

Benefit: You learn 1 new invocation from your patron’s spell list.

Invocation (16th Level)

Benefit: You learn 1 new invocation from your patron’s spell list.

Eldritch Cannon (16th Level)

You gather a tremendous well of energy; power enough to solve any problem that dares to stand in your way.

Benefit: You can unleash a massive concentrated blast of magic, obliterating anything that gets caught in the way. Gathering energy for this takes 1 minute. After charging for that long, you can unleash the energy. It causes Absolute damage in a 60-ft cone or a 120-ft line. You can move while charging this so long as at least two of your hands remain free. Should you lose concentration or otherwise need use of your hands, the energy dissipates. While charging this, you shed light like a torch.

Once per long rest you can use eldritch cannon without needing to charge it using a full-round action.

Deeper Rules

  • Non-Absolute: If your eldritch cannon is reduced to normal damage by another Absolute value (Absolute HP, Absolute Resistance, etc) it deals damage equal to your normal eldritch blast.

Capstone: Lord of The Pact (20th Level)

You’ve grown powerful enough to pact with others, like your patron does.

Benefit: You have achieved sufficient mystic power and may now forge pacts with others, operating as an intermediary between your patron and new followers. Any being who pacts with you (referred to as a pactee) must select the same pact as you. When you pact with someone you define a contract (often their loyalty and service for your power) and that contract becomes an oath you both take.

  • Your Benefit: You gain +1 Hero Dice and the maximum number of Hero Dice you can store increases by 1. You may also always use the spell Scry on your pactees as if it were an invocation you knew.
  • Pactee Benefit: They gain 1 invocation of your choice (as per your Spellcasting class feature). If they didn’t have Spellcasting before, they become Skilled in Spellcasting. (Note: This is a great way to create a new warlock!)
  • Maximum Number of Pactees: 1 per Charisma modifier (minimum 1).

Warlock Pacts The following are warlock pacts that you can take. The oaths presented are options that can guide you in the creation of your own pact (with the GM’s approval). You can also simply take one of the oaths presented wholesale.

Archmage Pact You are the servant of a powerful arcane spellcaster or other magical being. Common patrons include liches, elder dragons, archmages, or even powerful demonic spellcasters. Invocation List: Dispel Magic, Fly, Fireball, Invisibility, Mage Armor, Magic Missile, Minor Magic, Spell Shield, Telepathy, Teleport, Transmutation. Eldritch Blast Damage Type: Magic. Pact Skill: Arcane Lore. Keyword Granted: Arcane Magic. Oaths: Option 1: “I will not cause harm to come to any spellcaster who does not harm me first.” Option 2: “I will hunt down magical creatures and either gift them to my patron or gift my patron extensive notes on them.” Option 3: “I will seek out arcane knowledge and items for my patron and deliver it to them.” Mana Burn (3rd Level): Any spellcasters who are struck by your eldritch blast risk having their magic drained from them! They must make a Fortitude save (DC 10 + your Spellcasting proficiency) or be unable to cast spells on their next turn. Arcane Invocation (8th Level): Gain an extra invocation from the archmage pact’s invocation list. Arcane Dictate (13th Level): Your proficiency in Spellcasting becomes Exceptional. If you are already Exceptional you instead gain: Boost: Once per short rest you can spend 1 Hero Dice to give yourself an Absolute bonus on a Spellcasting check. High Arcane Invocation (18th Level): Gain an extra invocation. This invocation may be selected from any spell on the arcane spell list, pending your GM’s approval. Sidebar: Multiple Patrons/Deities In Gestalt you can potentially run into situations where you have multiple powerful beings you follow. For example: a cleric/warlock has to select a greater power they follow (for cleric) and a New God they follow (as their warlock patron). We encourage you to select the same being to follow in such instances (unless it is part of the story you’re trying to tell). Beings of power don’t exactly enjoy competing for your attention and are more amenable to granting you multiple boons.

For example: for a cleric/warlock you might be a favored soul of a specific New God and they are willing to give you both divine spellcasting and some supernatural power to reflect your position of favor in their hierarchy. Alternatively you could be the offspring of said god and, while you still revere your patent like a cleric, your heritage might manifest itself as your warlock powers.

Astral Pact You have formed a pact with an aloof and distant being from the astral plane. These are incalculable beings of madness and strangeness who are totally alien to our comprehension. Invocation List: Curse, Entangling Vines, Fear, Fly, Keen Vision, Madness, Scry, Teleport, Tether Gravity. Eldritch Blast Damage Type: Mental. Pact Skill: Arcane Lore. Keyword Granted: Arcane Lore. Oaths: Option 1: “I will spread the word and gospel of my strange and magnificent patron, preparing reality for their coming.” Option 2: “I will suppress all knowledge of my patron, and keep their existence a secret.” Option 3: “I will do all I can to bring my patron to this realm.” Strange Mutation (3rd Level): You gain an extra limb. This limb can be any strange, fleshy, protrusion you wish. This functions like a fully dexterous hand but is quite unsightly to behold. This additionally functions as either a slam or claw natural attack (your choice). Astral Chaos (8th Level): Creatures who fail the Reflex save against your eldritch blast are unceremoniously teleported 10 feet in a direction determined by a scatter dice roll. You may choose to not teleport a creature. Unthinkable (13th Level): When you successfully save against a mind-affecting effect, the source of the effect must make a Will save (at your Spellcasting DC). If they fail, they become confused for 24 hours. They may attempt a new save to end the effect at the start of every round. Reality Asunder (18th Level): You ignore immunity to mind-affecting effects, even in mindless creatures. This specifically allows you to target mindless creatures with mind-affecting effects.

Sidebar: Benefiting from Reality Asunder Remember, things like intimidating a creature is a mind-affecting effect. You can demoralize a door, a plant, or a mindless undead. Combine this ability with your other class for some real fun!

Sidebar: Scatter Dice If something calls for a “scatter dice”, you roll 1d8 with 1 being due north, 2 being NE, and so on clockwise. This is typically followed by a distance (“Roll a scatter dice and move the center of the effect 10 feet in that direction.”)

Communal Pact A “communal pact” is not a formal pact between you and a New God but is essentially an open invite for any being of power to contribute a part of their power for some degree of access to you or influence you. You might have an angel watching you, a fey looking to get a part-time mortal agent, a coven of power liches giving you a bit to see through your eyes now and then, and a New God donating a little of their power to spread their influence.

Their patrons are fickle though and their powers a little erratic. Communal pact warlocks often feel pulled in 20 directions and find their powers fluctuating. Invocation List: Charm, Calm Emotions, Cursed Favor, Elemental Touch, Elemental Weapon. Madness, Reveal, Transmutation, Vital Link. Eldritch Blast Damage Type: Roll 1d8 to determine your damage type. Once per turn you may roll 1d8 as a free action to change your damage type. During a short rest you may select which damage type you prefer from the chart.

Result Damage Type 1 Acid 2 Cold 3 Divine 4 Electricity 5 Fire 6 Magic 7 Necrotic 8 Sonic

Pact Skill: Perform. Keyword Granted: Arcane Magic. Oaths: Option 1: “I will serve my many masters, negotiating with them but always keeping their interests at heart.” Option 2: “I will amuse and entertain those who support me with power.” Option 3: “I’m a magical mercenary who will do anything for power.” Many Masters (3rd Level): As a free action at the start of a combat or similarly dire situation you may ask your collective benefactors for a command. This becomes an oath for the duration of the combat/situation and you gain Resist (all) 5 for the same duration. If you violate that oath or do not work towards its furtherance you lose this benefit. Fluctuating Invocation (8th Level): One of your lesser benefactors gives you a random invocation. After a long rest, you must pick 1 spell from the arcane spell list and treat it as an invocation. Each time you use it, roll 1d8 minus the times you’ve used it since your last long rest. If you ever get a result of 0 or less, the invocation fails and you can’t use it again until your next long rest. You can never select the same spell for this class feature twice in a row. Magic Spillage (13th Level): Whenever you deal damage with your eldritch blast, the creature suffers 1/4th of the damage you dealt (rounding up) as persistent damage for 5 turns. The Big Time (18th Level): You have attracted the attention of several powerful patrons who all vie for your benefit. Select one of them each time you have a long rest, and decide with your GM on an appropriate damage type and keyword (tied to what creature type they are) to represent that. You gain immunity to that damage type, and can always choose to deal that damage type with your eldritch blast (rather than rolling randomly). You also get 1 bonus Hero Dice on all Politique and Perform checks with creatures that share the creature type with your chosen patron. You may change this each long rest. Example: I select a powerful devil. My GM and I decide that Divine damage is the most appropriate and the “devil” keyword will represent him (as he is a devil). I am now immune to all divine damage, can decide my eldritch blast deals divine damage, and I get a bonus Hero Dice on any Politique and Perform checks involving devils.

Sidebar: Ask the Audience The GM should have fun with the oath and consider their patrons to be looking for some entertainment rather than being vicious, mean, or twisted. Things like “Kill that orc using only your feet!” or “Try to say the alphabet backwards while disarming that trap!” are ok. Asking them to kill their friend or commit bodily harm is not. A good idea is to give the warlock 3 options and let them pick, or ask the table for some suggestions.

Sidebar: The Needs of Many Masters A Communal Pact warlock has many patrons and needs to keep them all happy. While there may be many lesser benefactors they are largely unaware of, the warlock will become aware of their major benefactors. They can ask things of the warlock, and refusing these demands may upset the benefactors. This may not have immediate consequences (maybe a temporary debuff or impaired condition) but displaying powerful beings is dangerous. They may send their agents after you or hunt you down themselves. A GM should use this to enhance the narrative, not be unnecessarily cruel or hinder the progress of the warlock’s story or advancement.

Elemental Pact You have forged a pact with an elemental force or nature itself (or at least a powerful representative of it). Invocation List: Elemental Touch, Elemental Weapon, Entangling Vines, Fireball, Fire Shield, Frost Breath, Life Bubble, Lightning Bolt. Eldritch Blast Damage Type: Pick 1- Acid, Cold, Electricity, Fire, or Poison. This is referred to as your chosen element. Once the choice has been made, it cannot change. Pact Skill: Fieldcraft. Keyword Granted: Nature Magic. Oaths: Option 1: “Maintain the balance of nature and heal her wounds.” Option 2: “Protect the land from harm, misuse, or over-taxation on its natural resources.” Option 3: “Drive back civilization and destroy those who oppose nature.” Elemental Conversion (3rd Level): You may freely change any elemental damage you deal with an invocation to that of your chosen element. Full Power Eldritch Blast (8th Level): You can spend 3 actions when performing an eldritch blast (instead of 1) to add a bonus 3d6 to the damage eldritch blast deals. Elemental Immunity (13th Level): You become immune to your chosen element. Elemental Eater (18th Level): You Absorb your element. Sidebar: “I Want a Spell Not on the List!” If a spell is thematically appropriate for your character and the pact you made, speak with your GM about swapping in that spell. You should exchange a spell for another one on your pact’s invocation list. Fey Pact You have foolishly entered into a pact with a powerful fey. You will inevitably become embroiled in their politics, love of contracts, and mischief. Invocation List: Charm, Curse, Curse of Glass, Cursed Favor, Disguise, Dominate, Fly, Flora Form, Fumble, Grease, Invisibility, Pollen Storm, Polymorph, Teleport. Eldritch Blast Damage Type: Magic. Pact Skill: Arcane Lore. Keyword Granted: Arcane Magic, Fey. Oaths: Option 1: “I will follow to the letter any contracts or agreements I make.” Option 2: “When asked thrice, I shall speak honestly.” Option 3: “I will not allow harm to come to any fey who does not harm me first.” Fey Courts (3rd Level): You become Professional with Politique. Additionally, you have an Absolute bonus on checks to identify fey or recall information about fey. Cursed Blast (8th Level): Any creatures who fail to save against your eldritch blast are cursed not to harm you (as per the curse spell)! The curse effect is not permanent; it ends after 3 rounds. If you take a hostile action towards a foe cursed like this, the effect ends prematurely. Fickle Gifts (13th Level): As part of casting an invocation on a creature, you may choose to give them 1 of your Hero Dice. If the creature accepts the Hero Dice, any saving throw against the spell is debuffed, and they roll twice and take the lower result. The Cycle (18th Level): If you are slain, you return to life after 24 hours (as per a resurrect spell) but are given a request you can’t refuse by your patron. The price can be steep, and this class feature cannot be used again until you fulfill that request.

Holy Pact Though they don’t often empower mortals, sometimes angelic powers will grant one of the truly faithful a taste of heavenly might. Invocation List: Bless, Break Curse, Circle of Protection (Holy), Cleanse Corruption, Cure Wounds, Detect Divinity, Dictate (Holy), Discern Oath, Life Bubble, Light, Regeneration. Eldritch Blast Damage Type: Divine. Pact Skill: Religion. Keyword Granted: Divine Magic, Holy. Oaths: Option 1: “I will follow The Canticles.” (See Paladin for more information.) Option 2: “I will bring light and joy to the world, improving it with my presence and actions.” Option 3: “I will act with charity, mercy, and kindness in all things.” Option 4: “I will be the light that stands against the darkness, corruption, and wickedness.” Demonbane (3rd Level): Unholy creatures hit by your eldritch blast are also Impaired 2 for 3 rounds. Being hit multiple times doesn’t increase the impaired value, and only resets the duration. Sacred Shield (8th Level): You gain Resist equal to your level against damage dealt by unholy creatures. Soul Caller (13th Level): You add resurrect to your list of invocations known. Celestial Judgement (18th Level): Your eldritch blast deals Absolute damage against unholy creatures.

Pact of The Throne A very worldly form of pact, these warlocks draw power from the divinely ordained ruler of a kingdom, empire, or other powerful political institution. These royal bloodlines will sometimes grant boons to their most loyal servants, empowering them so they may better serve their lord. Invocation List: Charm, Command, Dictate, Divine Bolt, Forbid, J’Accuse!, Phantom Servants, Rebuke, Silence. Eldritch Blast Damage Type: Divine. Pact Skill: Politique. Keyword Granted: Divine Magic. Oaths: Option 1: “I will serve my liege to my dying day.” Option 2: “I will shield the throne from its enemies.” Option 3: “The needs of my liege supersede my own.” Court Politics (3rd Level): You become Professional in 2 of the following skills: Academia, Bluff, or Investigation. Royal Audience (8th Level): By performing a 1-minute ritual, you may commune with your patron as if by telepathy, though there is no maximum distance. Your patron may choose to ignore you or end the conversation prematurely, and repeatedly pestering them may invoke their ire. Blameless Cog (13th Level): When you cast a corrupting effect, such as charm, you don’t gain the corrupt trait. It is instead passed on to your patron. Your patron is made aware of this transpiring. Will of The King (18th Level): While operating within territory ruled by your patron, you may increase the DC to Absolute on an invocation you cast. You may do this once per short rest.

Unholy Pact You have chosen a path where you will take lives, step over others, and cause as much harm as possible in the name of your demonic benefactors. If you can handle it, there is tremendous power to be found, at the cost of any hope of salvation you once had. Invocation List: Bane, Circle of Protection (Unholy), Command, Curse, Curse of Glass, Darkness, Dictate (Unholy), Fireball, Inflict Wounds, Madness. Eldritch Blast Damage Type: Divine. Pact Skill: Religion. Keyword Granted: Divine Magic, Unholy. Oaths: Option 1: “My well-being is more important than others, except my patron’s.” Option 2: “I am my patron’s knife, causing harm so that they might strive for both of us.” Option 3: “I will advance the unholy agenda of my patron.” Hellfire (3rd Level): You may choose to deal either fire or divine damage with your eldritch blast. Creatures who fail to save against your eldritch blast are also blighted until the start of your next turn. Pact for Power (8th Level): As an action, regain up to 3 Hero Dice. You sacrifice 15 divine damage per Hero Dice restored. You may use this ability 3 times per short rest. Darkened Soul (13th Level): You are immune to effects that would suppress you. You are permanently corrupted. Your patron may bypass this. Prince of Hell (18th Level): You can issue commands to those who serve your patron. The DC for such a servant to resist your commands is Absolute. You are assumed to have a relative position in the hierarchy of “just below your patron”.

Sidebar: Doing Services For Your Patron Your patron can ask you to do things. Doing so generally results in you gaining a Hero Dice. Different patrons have different levels of interests and access to your senses (something you can discuss with your GM).

Let’s say your devil patron notices that you’re fighting an angel. She might ask you to cut off its head and offer it up in her name. A communal pact warlock might have their various patrons ask them to punt that evil badger into a volcano. Whatever the request is, if you do it, it would make sense to get a Hero Dice.

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