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Warlock

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.   Humans, dwarves, halflings, and gnomes cannot enter this class.

Career

Qualifications

You must have a Charisma score of 13 or higher to enter this class.

Career Progression

Level 1 - You must start by choosing which otherworldly being you struck your bargain with to gain your powers: Archfey, Celestial, Fiend, Great Old One, Hexblade, or Undying. You know Pact Magic. This gives you 2 level 1 spell slots. As you level up you may choose to either add additional level 1 spells or upgrade an existing spell slot to a higher level.   Level 2 - You learn Eldritch Invocations. You learn 2 at level 2 and learn an addition invocation with every level you gain. You may also choose to replace one invocation with another at each level as well.   Level 3 - You learn Pact Boon in which your otherworldly patron bestows a gift upon you for your loyal service. Your choices are: Pact of the Blade: allows you to create a pact weapon in your empty hand. You can choose the form this weapon takes each time you create it and you are automatically proficient with it. It counts as magical in terms of resistance and additional attack. Your pact weapon disappears if it is more than 5 feet away from you. Once the weapon disappears you must wait 1 hour before summoning it again. Pact of the Chain: You learn the Find Familiar spell and cast it as a ritual. This doesn't count against the number of spells you know. Your familiar also gains a special form in addition to its normal form: imp, pseudodragon, quasit, or sprite. You can trade one of your attacks each turn to allow your familiar to attack instead. Pact of the Tome: Your patron gives you the grimoire called Book of Shadows. This gives you three additional level 1 spells from any class's spell list. These do not count against your number of spells known. If you lose your grimoire you can perform a 1 hour ritual to replace the previous book. The grimoire turns to ash when you die.

Operations

Tools

As a warlock, you gain the following class features. Hit Points   Hit Dice: 1d8 per warlock level   Hit Points at 1st Level: 8 + your Constitution modifier   Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st Proficiencies   Armor: Light armor   Weapons: Simple weapons   Tools: None   Saving Throws: Wisdom, Charisma   Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Materials

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) an arcane focus (a) a scholar's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers

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