Tales of the Valiant Players Guide (pg. 91)

Warlock

Warlocks are ruled by their connection to the supernatural forces that lurk beyond the veil of reality. In exchange for secret knowledge and eldritch power, warlocks make pacts with mysterious entities who dwell in distant realms. The motivations of such beings are often shrouded, but many consent to sell their power to those that hunger for it— until they call in their marker.

Warlock is a class that does a handful of things very well. Your class features make you the very best at the things you decide to be best at, and chief among them is ranged combat. For the inevitable gaps that occur, rely on other characters


hit dice: 1d8
hit points at 1st level: 8 + your Con mod
hit points at higher levels: 1d8 (or 5) + your Con modifier per Warlock level after the 1st
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: Simple weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

starting equipment:

You start with the following equipment, in addition to the equipment granted by your background:


• (a) a light crossbow and 20 bolts or (b) any simple weapon


• (a) a component pouch or (b) a wyrd focus


• (a) a scholar’s pack or (b) a dungeoneer’s pack


• Leather armor, any simple weapon, and two daggers





spellcasting:

Your eldritch power deepens, giving you the ability to cast Wyrd spells. See Chapter 7: Spellcasting for general rules of spellcasting and the Wyrd spell list.

Cantrips

At 2nd level, choose two cantrips from the Wyrd spell list to learn. You choose more Wyrd cantrips to learn at higher levels, as shown in the Cantrips Known column of the Warlock Progression table.

Casting Spells

You know a small number of spells and can cast any of them by using a Wyrd spell slot of the spell’s circle or higher. You don't need to prepare spells ahead of time.

The Warlock Progression table shows how many spells you know and how many spell slots you have per day at a given level. For example, at 5th level, you have four 1stcircle slots and two 2nd-circle slots. If you know the 1stcircle spell bane and have a 1st-circle and a 2nd-circle spell slot available, you can cast bane using either slot. If you use a 1st-circle slot, you have three 1st-circle slots remaining.

You regain all used spell slots when you finish a long rest.

Spells Known of 1st-Circle and Higher

At 2nd level, choose two 1st-circle spells from the Wyrd spell list to learn.

The Spells Known column of the Warlock Progression table shows when you learn additional Wyrd spells. Each spell you choose must be from a circle for which you have Wyrd spell slots. For instance, when you reach 5th level as a warlock, you can learn one new Wyrd spell of 1st or 2nd circle.

In addition, when you gain a level of warlock, you can choose one Wyrd spell you know and replace it with another spell of your choice from the Wyrd spell list. The replacement spell must be of a circle for which you have Wyrd spell slots.

Spellcasting Ability

Charisma (CHA) is your spellcasting ability. Your CHA modifier determines the save DC or the attack modifier for certain spells you cast:

  • Spell save DC = 8 + your proficiency bonus (PB) + your CHA modifier
  • Spell attack modifier = your proficiency bonus (PB) + your CHA modifier

Spellcasting Focus

You can use a wyrd focus (see Adventuring Gear in Chapter 5) as a spellcasting focus for your Wyrd spells.


class features:

ELDRITCH BLAST

1st, 5th, 9th, and 14th-Level Warlock Feature

As a result of binding yourself to otherworldly powers, you can conjure a baleful magical energy. As an action, you can send a beam of crackling eldritch power toward a creature within 120 feet of you. When you do so, make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Upon achieving higher levels of warlock, you can create more than one beam: two beams at 5th level, three at 9th, and four at 14th. You can direct the beams at the same or different target. You make a separate attack roll for each beam.

PACT BOON

1st-Level Warlock Feature

The initial pact that grants you your warlock powers is sealed with the gift of a Pact Boon. You gain one of the following boons of your choice.

  • 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 have proficiency with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you attack with the weapon, you can use your CHA modifier, instead of STR or DEX, for attack and damage rolls.

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, if you dismiss the weapon (no action required), or if you die.

You can transform an existing 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 or long rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears when you create your pact weapon thereafter. You can’t affect 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 a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

  • Pact of the Chain

You learn a more potent version of the find familiar ritual and can cast it without the need for any material components. The spell doesn’t count against your number of spells known. A familiar summoned with this feature has the following differences from a standard familiar summoned by the spell:

• When you cast the spell, you can choose one of the normal familiar forms or one of the following special forms: blink dog, imp, pseudodragon, or quasit.

• You can telepathically communicate or see through your familiar’s eyes as long as it is on the same plane as you, ignoring the standard 100-foot range restriction. In addition, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

• Your familiar can attack. In combat, your familiar shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.

  • Pact of the Tome

You receive an eldritch grimoire called a Book of Shadows. You can use your Book of Shadows as a spellcasting focus for your spells. When you gain this feature, choose three cantrips from any source spell list (they don’t have to be from the same list). While the book is on your person, you can cast those cantrips. These cantrips count as Wyrd spells for you.

If your Book of Shadows is lost or destroyed, you can perform a 1-hour ceremony to create a replacement. The replacement contains any spells previously transcribed within it. This ceremony can be performed as part of a short or long rest, and it destroys the previous grimoire— if it still exists. The book is unreadable by anyone but you, and it is instantly destroyed when you die.

  • Pact of the Trigger

You can use your action to draw upon the powers of your Patron and create a hex gun in your empty hand. You can choose the form that this spellcasting focus takes each time you create it. It can either be a Revolver or a Sniper (detailed below).

Your hex gun disappears if it is more than 5 feet away from you for 1 minute. It also disappears if you use this feature again, if you dismiss it (no action required), or if you die.

Your hex gun acts as a spellcasting focus, and when you cast cantrips with it, it channels them as bullets (these still count as spells). Instead of increasing the damage of the cantrip when you reach certain levels, you can cast the cantrip additional times as part of the same action (except for Eldritch Blast, which is cast as normal). To be cast in this way, the cantrip must deal damage, must make a spell attack or require a saving throw, and must have a range other than self.

When you cast a cantrip in this manner, you cast it 2 times at 5th level, 3 times at 11th level, and 4 times at 17th level. The cantrip can deal its damage more than once, but its other effects can't be applied again.

Revolver Form: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun. While wielding this weapon, you know the shocking grasp cantrip.

Sniper Form: Your ranged spell attack rolls cast through the hex gun have their range doubled and ignore half-cover. While wielding this weapon, you know the ray of frost cantrip.

ELDRITCH INVOCATIONS

2nd-Level Warlock Feature

In your study of occult lore, you have unearthed eldritch invocations. These fragments of forbidden knowledge imbue you with magical abilities that abide beyond any mere spell duration

You gain two eldritch invocations of your choice, though you must meet any prerequisites. Invocation options are detailed at the end of the class description. At certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock Progression table.

In addition, when you gain a level in this class, you can choose one invocation you know and replace it with another invocation that you meet the prerequisites for.

WARLOCK SUBCLASS

3rd, 7th, 11th, and 15th-Level Warlock Feature

Choose a subclass that reflects the type of entity that becomes your patron, either Fiend or Reaper (detailed at the end of this class). Your choice grants you spells and other features at 3rd, 7th, 11th, and 15th level.

Pact Spells

Each warlock subclass has a list of pact spells that you can access as soon as you can cast spells of that circle (as shown in the Warlock Progression table). Once you gain such a spell, it is always on your list of known spells and doesn’t count against the number of spells you know. However, casting a pact spell still expends a Wyrd spell slot as normal.

If one of these spells isn’t on the Wyrd spell list, it still counts as a Wyrd spell for you. You can’t replace pact spells when you gain a level of warlock.

Pact Magic

Your patron gives you access to a special reservoir of power called Pact Magic. You can expend one use of Pact Magic to cast any Pact Spell you know without expending a spell slot, though they are always treated as cast at the highest‑circle warlock spell slot you can access (see Warlock Progression).

You can use this feature twice, whether casting the same or different spells from your Pact Spells. You gain additional uses of Pact Magic at higher warlock levels: at 13th level, you can use it three times between rests, and at 17th level, you can use it four times between rests.

You regain all expended uses of Pact Magic when you finish a short or long rest.

IMPROVEMENT

4th, 8th, 12th, 16th, and 18th-Level Warlock Feature

Choose one of the following improvements (ability scores can’t be raised above 20 with this feature):

• Increase a single ability score by 2.

• Increase two different ability scores by 1 each.

• Increase one ability score by 1 and select a talent from the magic talents list (see Magic Talents in Chapter 4).

ENHANCED BOON

6th-Level Warlock Feature

Your patron enhances your Pact Boon as a reward for your service. You gain one of the following enhancements as determined by your chosen Pact Boon. If you have more than one Pact Boon, choose which one is enhanced.

Pact of the Blade. You can attack with your pact weapon twice, instead of once, when you take the Attack action on your turn.

Pact of the Chain. When you complete a short or long rest, your familiar gains temporary hit points equal to your PB + your CHA modifier. In addition, when you make an attack against a creature within 5 feet of your familiar, your familiar can use its reaction to give you advantage on the attack roll.

Pact of the Tome. You can now inscribe rituals into your Book of Shadows. Choose two rituals of 1st or 2nd circle (in any combination) from the Wyrd ritual list. The rituals appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen rituals.

On your adventures, you can add other Wyrd rituals you find to your Book of Shadows if a ritual’s circle is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each circle of the ritual, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

HEROIC BOON

10th-Level Warlock Feature

Your commitment to the warlock’s path grants you a powerful new ability. Choose one of the following heroic boons:

• Echoes of Knowledge. You learn one 1st-circle and one 2nd-circle spell of your choice from any spell list, they count as Wyrd spells for you. The chosen spells can’t be rituals, and they don’t count against your total spells known. These spells are added to your list of Pact Spells and can be cast by expending a use of Pact Magic or by expending Wyrd spell slots as normal.

• Echoes of Power. When you successfully hit with one of your Eldritch Blast beams and roll a 10 on the damage die, you can roll the d10 again and add the result as extra force damage dealt by that beam.

PATRON’S FAVOR

18th-Level Warlock Feature

You can call upon your patron’s power by expending a use of your Pact Magic feature to cast any spell you know of 5th-circle or lower from any spell list.

EPIC BOON

20th-Level Warlock Feature

Your commitment to the warlock’s path grants you a powerful new ability. You gain the following epic boon:

• Eldritch Master. If you start your turn with no uses of Pact Magic remaining, you can beseech your patron to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again.



ELDRITCH INVOCATIONS

This section lists the eldritch invocations available for warlocks to learn. If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

If a prerequisite lists a level requirement, that is the minimum warlock level required (you can take it at higher warlock levels).

AGONIZING BLAST

Prerequisite: None

When you use your Eldritch Blast feature, add your CHA modifier to the damage each beam deals on a successful hit.

AGONIZING SHOTS

Prerequisite: Pact of the Trigger feature

When you cast a cantrip with your hex gun, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it).

ARMOR OF SHADOWS

Prerequisite: None

While you aren’t wearing armor or wielding a shield, your AC becomes 13 + your CHA modifier. This effect is suppressed while you are unconscious (see Appendix A: Conditions) or in an area affected by an antimagic field spell.

ASCENDANT STEP

Prerequisite: 9th Level

You can cast the levitate spell on yourself as often as you wish, without expending a spell slot or material components.

BEWITCHING WHISPERS

Prerequisite: 7th Level

You can cast the compulsion spell once without expending a spell slot or material components. You can’t do so again until you finish a long rest.

BEYOND SIGHT

Prerequisite: None

You can see in dim light, darkness, and magical darkness as though it were bright light, to a range of 120 feet (see Vision and Light in Chapter 6).

BOON SAVANT

Prerequisite: 7th-Level Warlock, Second Boon

Your second Pact Boon becomes more powerful, gaining the benefits detailed in your Enhanced Boon feature.

BULLET HELL

Prerequisite: 5th level, Pact of the Trigger feature (revolver form)

As a bonus action, you temporarily duplicate your hex gun to unleash a flurry of bullets. All creatures within a 15-foot cone in front of you must succeed a Dexterity saving throw against your spell save DC or take 2d10 force damage. This damage increases to 3d10 at 11th level and 4d10 at 17th level. To use this bonus action, you need to be holding your hex gun in one hand and have the other hand free.

You can use this invocation a number of times equal to twice your Charisma modifier (minimum of twice), and you regain all expended uses when you finish a long rest.

CHAINS OF CARCERI

Prerequisite: 15th Level

You can cast the greater hold spell without expending a spell slot or material components. You can’t do so again until you finish a long rest.

CRIPPLING SHOT

Prerequisite: Pact of the Trigger feature (revolver form)

Once on each of your turns when you damage a creature with an attack made using your hex gun, you can force it to make a Strength saving throw against your spell save DC or fall prone and have its speed reduced to 0 until the start of your next turn.

You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

DEAD EYE

Prerequisite: 15th level, Pact of the Trigger feature (sniper form)

If you haven't moved this turn, you can take aim as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your hex gun until the end of your turn.

DREADFUL WORD

Prerequisite: 7th Level

You can cast the confusion spell once without expending a spell slot or material components. You can’t do so again until you finish a long rest.

ELDRITCH BURST

Prerequisite: None

You gain the following benefits when you use your Eldritch Blast feature:

• You don’t have disadvantage on ranged spell attack rolls to hit a prone target (see Appendix A: Conditions) if it is more than 5 feet away from you.

• You don’t have disadvantage on ranged spell attack rolls if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

ELDRITCH SIGHT

Prerequisite: None

You can cast the detect magic spell as often as you wish, without expending a spell slot.

ELDRITCH SPEAR

Prerequisite: None

When you use your Eldritch Blast feature, you can now target creatures within 300 feet of you.

FIENDISH VIGOR

Prerequisite: None

You can cast the false life spell on yourself as often as you wish, without expending a spell slot or material components. You can cast it at the highest circle you have a Wyrd spell slot for (see Warlock Progression table).

GAZE OF TWO MINDS

Prerequisite: None

You can use your action to touch a willing Humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

HEADSHOTS

Prerequisite: 9th level, Pact of the Trigger feature (sniper form)

As a bonus action, you can enhance your focus to see the weak spots of your foes. For the next minute, attacks you make using your hex gun score a critical hit on a roll of 19 or 20. Once you've used this invocation, you can't use it again until you finish a short or long rest.

LIFEDRINKER

Prerequisite: 11th Level

When you hit a creature with a weapon attack, the creature takes additional necrotic damage equal to your CHA modifier (minimum of 1).

MASK OF MANY FACES

Prerequisite: None

You can cast the disguise self spell as often as you wish, without expending a spell slot.

MIRE THE MIND

Prerequisite: 5th Level

You can cast the slow spell without expending a spell slot or material components. You can’t do so again until you finish a long rest.

MISTY VISIONS

Prerequisite: None

You can cast the silent image spell as often as you wish, without expending a spell slot or material components.

MYSTIC ARCANUM

Prerequisite: 11th Level

Your patron bestows a magical secret called an arcanum. Choose one non-ritual spell from the Wyrd spell list as this arcanum. The highest circle spell you can choose is determined by your current warlock level, as shown in the Maximum Circle by Level table.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can cast it in this way again. Alternatively, if your arcanum is of a circle for which you have spell slots, you can expend a spell slot to cast it as you would a standard spell.

You can take this invocation multiple times, choosing a different spell each time.

Warlock Level | Maximum Spell Circle of Arcanum

11th | 6th Circle

13th | 7th Circle

15th | 8th Circle

17th | 9th Circle

ONE WITH SHADOWS

Prerequisite: 5th Level

When you are in an area of dim light, darkness, or magical darkness, you can use your action to become invisible (see Appendix A: Conditions) until you move or take an action or a reaction.

OTHERWORLDLY LEAP

Prerequisite: 9th Level

You can cast the longstrider spell on yourself as often as you wish, without expending a spell slot or material components.

PATRON’S ANCHOR

Prerequisite: None

When you make a CON save to maintain concentration on a Wyrd spell or a spell cast with an Eldritch Invocation, you can choose to make a CHA save instead. In addition, you have advantage on the first save you make to maintain concentration each round.

QUICKSTEP

Prerequisite: 7th level, Pact of the Trigger feature

Your reflexes are honed. As a reaction, when an enemy makes a melee attack against you, before being hit, if your speed isn't 0, you can move 5 feet away from the foe without triggering opportunity attacks, potentially avoiding the attack if you leave its range.

You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

RECKLESS FIRE

Prerequisite: Pact of the Trigger feature

Your shots are like a rain of lead. When you roll a 1 or 2 on a damage die for a cantrip you cast with your hex gun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

REPEATING CANTRIPS

Prerequisite: 5th level, Pact of the Trigger feature

When you fire a cantrip through your hex gun, its non-damaging effects (such as the speed reduction from ray of frost ) can apply multiple times but not more than once per creature.

REPELLING BLAST

Prerequisite: None

When you successfully hit a creature with one or more beams created by your Eldritch Blast feature, you can push the creature up to 10 feet per beam away from you in a straight line (in addition to dealing damage). If this movement is interrupted by the target encountering a solid surface (such as being pushed into a stone wall), the target also takes 1d6 bludgeoning damage for each 10-foot increment it moved.

RICOCHET

Prerequisite: 7th level, Pact of the Trigger feature

Until the end of your turn, you enhance your hex gun. When you hit a creature with a cantrip cast with your hex gun, you can immediately cause the hit to wound a second creature within 15 feet of the original target. The second target takes damage (of the type of the cantrip) equal to your Charisma modifier (minimum 1).

You can use this invocation to enhance your hex gun a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.

RIPOSTE

Prerequisite: 7th level, Pact of the Trigger feature (revolver form)

When an enemy attacks you with a melee attack, you can fire a special bullet to counter it as a reaction before being hit. Make a melee or ranged spell attack. On a hit, the enemy takes 1d10 force damage, its attack fails, and it is stunned until the end of its current turn.

Once you’ve used this invocation to damage an enemy, you can’t use it again until you finish a short or long rest.

SCULPTOR OF FLESH

Prerequisite: 7th Level

You can cast the polymorph spell without expending a spell slot or material components. You can’t do so again until you finish a long rest.

SECOND BOON

Prerequisite: 5th Level

You gain the benefits of a second boon from the options described in the 1st level feature Pact Boon: Pact of the Blade, Pact of the Chain, or Pact of the Tome.

SIGN OF ILL OMEN

Prerequisite: 5th Level

You can cast the bestow curse spell without expending a spell slot or material components. You can’t do so again until you finish a long rest.

SPIRIT TRANSLATOR

Prerequisite: None

You can cast the comprehend languages spell on yourself as often as you wish, without expending a spell slot or material components.

STOLEN KNOWLEDGE

Prerequisite: None

You gain proficiency in any two skills or tools of your choice (in any combination). You can take this invocation multiple times, choosing different proficiencies each time.

THIEF OF FIVE FATES

Prerequisite: None

You can cast bane as a 1st-circle spell as often as you wish, without expending a spell slot or material components.

VISIONS OF DISTANT REALMS

Prerequisite: 15th Level

You can cast the arcane eye spell as often as you wish, without expending a spell slot or material components.

WHISPERS OF THE GRAVE

Prerequisite: 9th Level

You can perform the speak with dead ritual as often as you wish, without a ritual book or material components.

WITCH SIGHT

Prerequisite: 15th-Level

You can see the true form of any creature with the Shapechanger tag or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.



Level

Proficiency Bonus (PB)Invocations KnownFeaturesCantrips KnownSpells Known1st2nd3rd4th5th

1st

+2-Eldritch Blast, Pact Boon------

2nd

+22Eldritch Invocation, Spellcasting222----

3rd

+22Warlock Subclass233----

4th

+22Improvement333----

5th

+33Eldritch Blast (2 Beams3442---

6th

+33Enhanced Boon3442---

7th

+34Subclass Feature3543---

8th

+34Improvement3543---

9th

+45Eldritch Blast (3 Beams)36432--

10th

+45Heroic Boon46432--

11th

+46Subclass Feature47433--

12th

+46Improvement47433--

13th

+57Pact Magic (3/Rest)484331-

14th

+57Eldritch Blast (4 Beams)484331-

15th

+58Subclass Feature494332-

16th

+58Improvement494332-

17th

+69Pact Magic (4/Pact)41043331

18th

+69Patron's Favor41043331

19th

+610Improvement41143332

20th

+610Epic Boon41143332


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