A 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 an utterly alien entity—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.
WL2 + intelligenceBaseline Weapon Proficiency: Simple, Unarmed, Crossbow, Shortsword.
| Proficiency | Trained | Expert | Master | Legendary |
|---|---|---|---|---|
| Armor | — | L11 | L18 | — |
| Dodge | L1 | L11 | L18 | — |
| Fortitude Save | L1 | L5 | — | — |
| Initiative | L1 | L4 | L15 | — |
| Perception | L1 | L12 | — | — |
| Reflex Save | L1 | L5 | — | — |
| Spell/DC | L1 | L7 | L15 | L19 |
| Weapon | — | L7 | L16 | — |
| Will Save | — | L1 | L17 | — |
Hit Die: d8
Warlocks are bound to their Pateron through a variety of means. These are methods in which their Pateron's power are manifested.
Select one of the following ways to be bound.
You weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is typically mysterious and distant, revealing little of their identity and motivations. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words.
You select a pateron as selected below. Paterons determine what spell list you can select from. You can select any spell from the list as long as it has the tag.
You may attempt to commune with your Patron once per long rest by performing a sacrifice relevant to your Patron. The nature of this sacrifice must be predetermined with your DM during character creation and should be thematically appropriate to the Patron. The Patron is not obligated to respond, and their response is determined by the DM based on the nature of the request, the Warlock’s standing, and the type of Patron.
If you wish to force communication with your Patron, you may burn all your Invocation Points over an hour-long ritual. This does not guarantee a favorable response, and the Patron may demand additional sacrifices or impose consequences in return.
The DM has full control over the Patron’s response, which may include direct guidance, cryptic visions, trickery, indifference, or punishment. Warlocks who are favored by their Patron may receive clearer answers or temporary boons, while those who have neglected or defied their Patron may be ignored, misled, or cursed.
The DM may also choose to have the Patron initiate contact under special circumstances. This may occur if the Warlock has broken a pact, entered a location of significance to the Patron, or if the Patron requires something urgent. Patron-initiated contact may be a warning, a command, an offer of power, or an omen of consequences.
Ignoring a Patron for extended periods may result in penalties determined by the DM. These can include the loss of Invocations, Patron-inflicted curses, supernatural interference, or the weakening or loss of Warlock powers until the Warlock atones or finds a new Patron.
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
You gain invocation points equal to your charisma modifier + your level/4(round up). You regain them all back at a long rest or your level/4(round up) per short rest.
You can spend them to use invocations
Warlocks cast spells with spell slots. You can use a spell slot to cast a spell from your pateron’s spell list by expending that spell slot. You regain all spell slots upon a long rest.
You know cantrips equal to your charisma modifier + warlock level/4 rounded up.
You know 4 spells when you start out as a level 1 warlock, and know 2 new spells each time you level up. Your spell list is dictated by your pateron
You are considered to know every spell that you prepare
charisma + round up(warlock_level/4)2 + warlock_level*22 + warlock_level*2| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 3 | 3 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L10 | 4 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| L11 | 4 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 0 |
| L12 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| L13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| L15 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| L16 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| L17 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| L18 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| L19 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 0 | 0 |
| L20 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 0 | 0 |
You may select a Warlock Class Feat
You may select a Warlock Class Feat
You may select a Warlock Class Feat
You may select a Warlock Class Feat
You may select a warlock class feat
Your soul itself is the conduit. Manifesting spectral echoes or eldritch forms, you transform mid-combat into your patron’s avatar, reshaping your own essence into a living embodiment of its arcane dominion.
Your soul has been fundamentally altered by your Patron, granting you one of the following benefits. You can only change this after a Commune:
You can partially manifest your Patron’s power, shaping your own soul to take on an imposing supernatural form for 1 minute.
Choose one of the following manifestations (can be changed upon a Commune):
You can use this once per short or long rest.
Your Patron’s presence becomes undeniable, granting you an unnatural resilience or supernatural control over the world around you.
Choose one of the following (can be changed upon a long rest):
Your soul and body have fused into something beyond mortal limits, allowing you to tap into greater power at will.
Choose one of the following (can only be changed after a Commune):
Your bond with your Patron has reached a new level, allowing you to manipulate your own essence and channel raw eldritch power.
Select one trait, you can change this after a long rest:
You have fully become a manifestation of your Patron’s will, and your soul no longer belongs to you alone.
A sacred relic holds your patron’s spirit. As long as your totem stands, its primal force surrounds you, granting elemental resonance and spiritual protection that pulses through you like an ancient heartbeat.
You have a totem, an item given by your pateron. You decide what shape and form this can take,.
The Totem can act as your arcane focus
If destroyed, you can commune to restore it.
You lose all benefits granted by the totem if it is destroyed or lost.
Your totem gains one of the following benefits, you can change it only after a commune.
Guiding Touch: You gain a +1 weapon attack rolls and damage if the totem is on you.
Spellshot: Cantrips that do damage, do additional damage equal to your charisma modifier when the totem is on you
You can move your totem telepathically up to 15 + <your charisma modifier * 5> feet as an action. In addition, select one of the following benefits
Amplifying totem. Spells that are centered or targetted on an area within 20ft of you and your totem get a +1 to DC
Forewarned Totem: You and allies within 25 ft totem get a +1 to reflex saves
Resilient totem: At the start of the turn, if you or allies within 15ft of the totem gain a +warlock leve/2 (round up) of temporary hitpoints
When the totem is with you gain one of the following benefits. Changeable after a long rest
Pateron’sWarder: Your armor gains Ward (8- your charisma modifier) and additional armor equal to your charisma modifier/2(round down)
Pateron’s Sense: You gain a +<your charisma modifier/2> (round down) to defence
Enhanced Ability: You improve your ability score by one.
Arcane Sensitivity: Your gain an additional attunement slot
Quick Sense: You gain a +2 to perception and initiative rolls
You can cast spells from your totem if it was within 15 + (Your charisma modifier * 5)ft.
Your totem projects an aura in 20ft
Exposed: Enemies in the area who getvtargetted have the rolls required to crit reduced by one and crits on 19 and 20s can happen against them
Vulnerable: You reduce their rolls for a chosen saving throw by one, you can spend an action to change the type of saving throw. Chose one when you get this ability
Weakened: Damage done by creatures within 25ft is reduced by your (charisma modifier - 1)
You select one of the following benefits, you can only change it from a commune.
Sharing Totem: You can move your totem and assign it to a willing ally for another action, they gain the benefits your totem normally provide.
Clone Totem: You can create a clone of your totem, It has hitpoints equal to your warlock level + twice your charisma modifier, gains defence and armor equal to you and is considered small. You can move it around and gains the effecfs of your totem.
An otherworldly companion answers your summons. Whether celestial envoy or fiendish wraith, your herald fights by your side, reinforcing your power and embodying your patron’s will through its supernatural presence.
Your bon with you Pateron manifests as a herald. You can summon this creature as two actions, spending 2 invocation points, increasing by 1 each time your spellcasting tier increases
Summon Herald: 2 Actions, spend Invocation Points = (your Warlock spellcasting proficiency tier + 1).
Turn: “The Herald follows you in the initiative order.”
Act Together (1–3 Actions): You declare Act Together with N actions (1–3).
One of you uses an action/activity that costs N actions.
The other takes 1 action.
e.g., with 2 actions: you cast a 2-action spell and your Herald makes 1 attack; or Herald uses a 2-action activity and you take 1 action.
HP (Herald): “Your Herald has HP equal to your Warlock HP − your Warlock level.”
HP +X note (as written): “If your Herald has HP +, it means you add (+X × your level).”
Armor (Herald): your Warlock level + your Charisma modifier + spellcasting proficiency tier.
Armor +X scaling (as written): at 6th level double the value; at 12th and 18th add that value again (e.g., +2 → +4 → +6 → +8).
Defence (Herald): 8 + Dexterity modifier + spellcasting proficiency (CHA + half level) + Any bonus
Herald Attack Bonus: +<ability score modifier> + your spellcasting proficiency.
Pateron Specific Heralds:
Speed: 30 ft, Fly 30 ft
Base Attack: Smite Strike (Melee, 1d8 Magical Slashing)
Avenger Celestial
STR 16, DEX 12, CON 14, INT 10, WIS 14, CHA 12
Passive – Righteous Smite: Melee attacks deal +1d4 of your Patron-favored damage; +1d6 at level 6; +1d8 at level 12.
Defender Celestial (Protective focus)
STR 14, DEX 12, CON 16, INT 10, WIS 14, CHA 12
HP +2, Armor +2
Passive – Divine Protection: You can spend your reaction to ask itt, if within 10 ft, intercept an attack vs the warlock to reduce its damage by half your level.
Speed: 35 ft
Base Attack: Glamour Claw (Melee, 1d8 Psyhic)
Trickster Fey
STR 10, DEX 14, CON 12, INT 16, WIS 12, CHA 14
Defence +3
Passive – Glamour Veil: This creature cannot be targetted from more than 30ft away
Skirmisher Fey
STR 14, DEX 16, CON 12, INT 10, WIS 12, CHA 14
Defence +4
Passive – Fey Agility: Advantage on Reflex saves.
Speed: 30 ft
Base Attack: Rending Claws (Melee, 1d10 Magical Slashing, Fatal d12)
Tempter Demon
STR 12, DEX 14, CON 12, INT 14, WIS 10, CHA 16
HP +2
Passive – Abyssal Influence: Creatures hit by this gain a -1 to will saves until the end of your turn
Wrecker Demon
STR 18, DEX 12, CON 14, INT 10, WIS 10, CHA 12
HP +2
Passive – Abyssal Wrath: First attack vs a creature per combat reduces crit requirement by 4.
Speed: 30 ft
Base Attack: Infernal Chain (Melee, 1d8 Bludgeoning, Reach)
Contract Devil
STR 14, DEX 12, CON 12, INT 16, WIS 12, CHA 14
Defence +1, HP +1, Armor +1
Passive – Pact Enforcer: On hit, target makes a basic will save of movement speed is reduced to 5ft.
Tyrant Devil
STR 16, DEX 12, CON 16, INT 10, WIS 14, CHA 10
HP +1, Armor +2
Passive – Infernal Endurance: Reduce fire damage by (level/2); +1 to all saves.
Speed: 30 ft
Base Attack: Tentacle Lash (Melee, 1d8 Magicl Bludgeoning, Reach)
Thoughtform Herald
STR 10, DEX 14, CON 12, INT 16, WIS 14, CHA 12
HP +1
Passive – Psychic Hunger: Enemies within 15 ft have −1 to INT checks and Will saves.
Veilborn Herald
STR 12, DEX 16, CON 12, INT 14, WIS 12, CHA 12
Defence +1
Passive – Unfathomable Form: +1 to Reflex saves.
| Speed: 25 ft,
Base Attack: Necrotic Claw (Melee, 1d8 Necrotic,
Brute Undead
STR 16, DEX 12, CON 14, INT 10, WIS 14, CHA 12
HP +3
Passive – Undying Fortitude: Reduce physical damage by (level/2).
Stalker Undead
STR 12, DEX 16, CON 12, INT 14, WIS 12, CHA 14
Defence +1
Passive – Shadow Step: 1 Action, it gains lesser invisibility until the end of the turbn
You can spend an action to magically booster your herald
You can either:.
Your herald does your spellcasting modifier halved extra with its unarmed attack.
Your herald gains a +1 to defence.
Select one of the following buffs, you can only change it on commune
Symbiotic Link - You and your herald can share HP pools
Reactive Link- Your herald can make attack of opportunity without using your reaction
Life Link - You can transfer up to <your charisma modifer + your warlock level> *2 from you to your herald as a reaction once per short rest.
Martial Link Your herald can use any martial weapons and follow proficiency as it would for its unarmed attacks.
You boost your herald, you can change it once per short rest.
Improved Strike: Improve you herald damage die by one
Resilient Adaptation: Your herald gain resistance to one type of damage
Select one of the following benefits, you can only change it once per commune
Spell Link -You can cast spells from the same point as your herald.
Unfettered Link - Your herald can move 5 times the current distance between you and him before disappearing
Common Link - The herald can gain any 2 benefits from your attuned magical items
Select one trait, you can change it on a long rest.
Invoking Focused
Whenever your herald lands a critical strike, you regain 1 invocation point.
Canabaltic Link
You can expend <your walock level> of your herald HP to make your next damage spell in the next minute do extra damage equal to your warlock level + charisma modifier
Devestating Link
Against a creature that had failed a saving throw for you, the herald gains advantage
Your herald and you combine resistances and damage reduction traits
You can freely transfer conditions between each other, but conditions cannot stack on one person
A sentient grimoire of forgotten lore rests in your hand. You draw upon its eldritch pages to cast uncanny cantrips and secret rituals, wielding knowledge as a weapon to manipulate fate and smite your foes.
Your connection to your pateron is a tome, this tome can take any appearance you like, it could be an unassuming black book, or a elaborate gold covered book with a sculpted skull on the cover.
The tomb can be destroyed through sheer force or magic, and if so, you can use commune to gain it back.
If you do not have your tomb with you, you do not gain any beneift given by this bound
This can act as your arcane focus.
Select a single cantrip from your spell list, you can change it on a short rest. It gains two of the following benefits declared after a short rest
Reliable Spell: On a success against your spell DC, it does half damage instead
Pateron bolster: You always use one dice higher for the damage(1d6 - 1d8)
Pateron’s Guidance: You gain a +2 to attack rolls with that cantrip
Pateron’s Reach: You cantrip gains double the range of its current range.
You can learn two additional spells from any spell list of 1st and 2nd Level
You also can change one spell in your spell list per short rest.
Doing damage from spells and invocations allows you to roll dice of 1 and 2s. If you still roll 1 or 2s again, you can count them as 3.
You gain the following benefits.
Endless Knowledge - You can learn two spell from arcane, occult , beastial or divine spell list as long as you have a spell slot in that level
Law Breaker - You can ignore the F or V component when casting spells
You can change it once per commune
Forbidden Channel - You can select a cantrip that does damage, you can cast it for an action once per turn. Define that cantrip when you select this feature.
Forbidden Knowledge - You can select any spell from any list as long it is of a level you know to learn. Declare it when you learn this spell
Forbidden Reservoir - You gain 1 spell slot for any level or a spell level you know
You gain 1 10th level spell slot
Your patron’s essence infuses your weapon, making every strike a living spell. Steel and sorcery entwine as you summon and empower a mystical blade that cleaves through mortal flesh and arcane wards alike.
You pateron has linked you through a blade. You are considered trained in this weapon, getting expert proficiency at 8, master at 16
This blade can act as your arcane focus
You can select any martial or simple melee weapon to be your bladebound.
You can change your blade with a commune or create a new one if your previous one is lost or destroyed. If so, the old one is destroyed.
You can replace strength or dexterity with your charisma modifier for hit rolls
Whenever you attack an enemy with this weapon, on the first successful attack per round. you do extra damage
of your patreon favoured damage equal to your charisma modifier.
Your melee weapon attacks count as magical.
You give your blade one of the enhanced benefits. You can change them at a short rest.
Lifestealer - You heal for your charisma modifier or damage done(whichever is less) on successful hit once per turn.
Hexblade - You can for an action charge the weapon with a hex. On your next successfull attack, the target is hexed. Against hexed target you gain a +1 to hit, and the roll required to crit is reduced by one.
Bloodthirsty Wrath - Whenever you kill an enemy with this weapon. For the next minute, this weapon gains a +1 to hit and damage to a max of +3.
charismacharismaYou can change your trait as an action.
Armor Warper - You gain armor piercing equal to your charisma modifier
Pateron’s Resistance - You gain resistance to your god’s favored damage and reduce non-magical slashing, piercing or bludgeoning damage by twice your charisma modifier once per turn
Blade Domination - You ignore disadvantage when casting spell attack in melee. Melee attack against creatures that failed a spell saving throw against you gain advantage, or +1 if they only succeeded
You select one of these blessing, you can only change them after a commune.
Executioner Blade - Killing for the first time per combat round makes your next attack ignore the multi attack penalty rule, and your next successful attack does additional 10% of the target’s max HP in damage
Synergistic Blade - Attacking an enemy that you have targetted with a spell gains advantage, any enemy who makes a saving throw against your spell who you have attacked in the last turn gains disadvantage
Reaping Blade - Whenever you kill a creature, you cause a creature associated with your pateron who is level 2 to appear. The creature lasts for one minute. You must select what creature when you select this feature and can change every level up.
You cannot be disarmed while conscious.
Your attacks always do a minimum of <your charisma modifier> damage on successful hits.
Your very being is a living treaty. With each boon drawn, you trade favors in words etched by blood and ink, weaving binding clauses that grant formidable gifts—and demand dire debts in return.
No features assigned to Contract Bound.
You channel abyssal might, your magic crackling with chaotic force. Bound to a Sogomere lord, you wield destructive power at the cost of your own stability, each dark pact whispering temptation and unleashing unpredictable fury.
You select spells from the occult spell list
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 Invocation Points
You can attempt to recover spell slots during a short rest. When you do so, roll 1d6.
• On a 1, you do not recover spell slots.
• On a 2-4, you recover one slot.
• On a 5-6, you recover two slots.
• On a 6, you ignore any negative effects.
You take 2 + dice value - your Charisma modifier d6 true damage upon recovering the spell slot.
Spell slot refers to level 1 spells slots, but you combine the gained spell slots to gain higher level spell slots as long as you have spell slots.
Action and Invocation Required: None (Passive)
When you drop below 25% of your hit points, you gain:
• Temporary hit points equal to your level + twice your Charisma modifier.
• +10 feet of movement.
• +1 on attack rolls and Fortitude and Reflex saving throws.
At the end of your turn for the next minute or until you critically succeed, make a Fortitude save against your own DC. On failure, take 1d6 true damage.
Every time you kill an enemy, gain 2 stacks. When an enemy that you have damaged or who failed a saving throw dies, you gain 1 stack.
• For every 3 stacks, your spellcasting modifier increases by 1 (max +3 total).
• At 5 stacks, you gain 15 feet of movement.
• At 10 stacks, you can reduce incoming damage by two times your Charisma modifier.Whenever you deal damage with a spell, you can choose to double the damage dice.
However, you take half the damage in true damage that you would have dealt before doubling.
Your soul is tethered to an infernal architect of order. Through calculated bargains and burning oaths, you command hellfire and coercive guile, enforcing infernal law with razor-sharp contracts and radiant torment.
Your favored damage is fire.
You select spells from the occult spell list
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Whenever a creature succeeds on a saving throw against your spell or ability, they take fire damage equal to your Charisma modifier.
4 Invocation Point, 1 Action
When you hit a creature with an attack or they fail a spell saving throw, you may invoke your patron’s power to banish them into the Lower Planes.
The target disappears until the end of your next turn. When they return, they land in their previous space or the nearest unoccupied space.
If the target is not a fiend, they must make a Will saving throw:
• Critical Success – The target resists and suffers no further effect.
• Success – They take 5d10 psychic damage and are Stunned (1 round).
• Failure – They take 10d10 psychic damage, are Frightened, and Stunned (1 round).
• Critical Failure – They take 10d10 psychic damage, are Terrified (2 rounds), and suffer a -2 penalty to saving throws against you for 1 minute.
Once a creature has been affected by Hurl Through Hell, it cannot be targeted by it again for 24 hours.
You dance on the edge of whim and wonder, drawing on capricious nature spirits. Your spells warp reality with playful tricks, illusions, and enchanted movements, leaving foes confounded and allies beguiled by your otherworldly charm.
Your favored damage is psyhic
At the start of your turn, roll a d4 and apply the effect until the start of your next turn.
1 - Your movement speed increases by 10 feet, and you can move through enemy spaces without provoking opportunity attacks.
2 - Your first attack roll or spell attack roll this turn gains a +1 bonus, and you ignore half cover.
3 - The first spell you cast this turn has its range doubled. If it has a range of touch, you may cast it at 10 feet instead.
Your movement speed increases by 5 feet.
When you use the Sprint or move action, you may spend 1 Invocation Point to teleport up to your movement speed instead of moving normally.Whenever you deal spell damage or force a creature to make a saving throw, spend 2 Invocation Points to roll a d6 and apply the effect.
1-2: You teleport 10 feet in any direction.
3-4: You become Invisible until the end of the turn
5-6: A shimmering duplicate appears in your space. Attacks against you have disadvantage until the end of your next turn.
When an enemy fails a saving throw against your spell or ability, you may spend 1 Invocation Points to impose one of the following effects:
1 - They are Weakened(Wisdom) 2 until the end of their turn
2 - They are Blinded until the end of their next turn.
3 - They take 2D6 Psyhic Damage
4 - They are Frightened until the end of their next turn.
An emissary of light empowers your every word. You channel radiant grace to heal wounds and smite darkness, serving as your patron’s living beacon—uplifting allies with holy fervor and blasting corruption with pure, shining magic.
You learn spells from the divine spell list
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Your favored damage is Radiant
When you do radiant damage, spend up to three invocation points so that at the start of their next turn, they take <invocation point spent>D6 radiant damage over the next two turns. You can only stack this once
If you had critical strikes or the target had failed its save against your spell DC. You can do true damage instead.
If you do radiant damage with a spell or invocation against a creature with radiant scorch. You remove the radiant scorch and do 5% of their max hp in radiant damage in addition, increase to 10% if you had spent 3 points to apply radiant scorch.
Targetting a creature with radiant scorch using a spell and them having not critical succeded or the attack missing allows you to do radiant leech for 1 action and 2 invocation points
When you do so heal for your charisma modifier + your warlock level
For 3 invocation Points
You can create a barrier around your or an ally. The barrier can absorb incoming damage equal to your warlock DC before being destroyed, extra damage is halved and transferred over.
As a reaction, when you take damage, you may force the attacker to take half the damage dealt to you + your cleric level in radiant damage
You commune with incomprehensible entities beyond reality’s veil. Your magic warps minds and fractures sanity, summoning cosmic dread to unravel foes’ thoughts while you whisper forbidden secrets no mortal was meant to hear.
Your spell list is occult
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
You also gained resistance to psyhic damage
When a creature makes an attack roll against you, you can use your reaction for 1 invocation point to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
When a creatures fails a will save against a spell that does psyhic damage or a mentalism spell, your spell DC vs against them increases by 3 for all types of spells
Death’s whisper guides your art. You bend necrotic energies to drain life and bind spirits, standing between the living and the grave as a conduit of uncanny resilience and spectral command.
Your pateron favored damage is necrotic
Your spell list is occult
| Class Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
|---|---|---|---|---|---|---|---|---|---|---|
| L1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L7 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L8 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L9 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L10 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L12 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L13 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L14 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L15 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L16 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L17 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L18 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L19 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| L20 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
At the end of a long rest prepare one type as stated bellow.
When you use this ability, spend 2 Invocation Points. You can select yourself or a willing creature within 35ft.
The two abilities to be chosen at the end of a long rest are.
Tip to Death
Gain 5 + twice your level in temporary hit points . Their melee weapon attacks or necrotic damage done heals them for 25% of the damage done in hit points. However they gain weakness to fire and radiant damage and cannot gain hitpoints from spells from the divine or primal list, or medicine skills or potion
Tip to life
Heal for 2 + twice your level in hit points.
Necrotic damage spells do additional damage equal to half your level.
In additio, spend 2 invocation points as a free action to make necrotic damage force creature who take the damage to make a fortitude save. Once this effect is done, they are immune to this effect.
CF: Weakened(Body) 4, Cannot regain hitpoints for 1 hour
F: Weakened(Body) 2, Cannot regain hitpoints for 1 minute
S Weakened(Body) 1 ,Cannot regain hitpoints for 1 turn
CS:N/A
Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death, making you susceptible to both void and vitality damage. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin.
In addition, you gain the following effects:
- You don’t need to eat, drink, or breathe.
- You gain +2 on fortitude saving throws
- Gain resistance to non magical damage, but gain weakness to radiant damage
- You heal for 50% less from divine or primal spells or sources
- You heal for 50% more from non divine or primal spells or sources
- At the end of a short rest, 50% of missing HP is converted to tempoary hitponts
Spend 3 actions to unbind your soul for 5 invocation points. Your spirit can remain outside your body for up to 1 hour or until the spirit is destroyed When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice). The spirt has hit points equal to half your hitpoints but otherwise the same statistics as your current character, except for the fact it does not gain stats from any non attuned items or armor. If the spirit is destroyed, you take 15D10 true damage, however if your end the spirit form with the spirit not destroyed, your hitpoints remains the same as the body was before you used this ability even if the spirit took damage,
This soul gains 10ft of movement, can fly equal to your movement and can cast spells. It also is immune to non-magical damage and resistant to necrotic, fire, lightning, cold and thunder damage.
Furthermore, your spirit can attempt to take control of a undead summon or thrall of lesser level. Making a contested check against the master of that creature. if that is succeeds., you can enter and gain the statistics of that creature where if it is destroyed, you return to your spirit form untouched. Or instantly destroy the thrall/summon. You can exit the controlled creature at will or destroy it at will.
| Level | Features | Skill Feats at this Level | Skill Points from this Class |
|---|---|---|---|
| L1 | WL1-BC–Bound, Bound, WL-PC–Pateron, Pateron, WL1-CM–Commune, WL1-IP–Invocation Points, WL1-ST–Warlock Spellcasting | — | 1 |
| L2 | Infernal Blast, Pateron | — | 1 |
| L3 | WL3-CF–Warlock Class Feat | 1 | 1 |
| L4 | Bound | — | 1 |
| L5 | — | — | 1 |
| L6 | Bound | 1 | 1 |
| L7 | WL7-CF–Warlock Class Feat | — | 1 |
| L8 | Pateron | — | 2 |
| L9 | Bound | 1 | 2 |
| L10 | — | — | 2 |
| L11 | WL11-CF–Warlock Class Feat | — | 2 |
| L12 | Bound | 1 | 2 |
| L13 | Damned Mind, Pateron | — | 2 |
| L14 | WL14-CF–Warlock Class Feat | — | 3 |
| L15 | — | 1 | 3 |
| L16 | Bound, Endless Tomb, Manifest True Power | — | 3 |
| L17 | WL17-CF–Warlock Class Feat | — | 3 |
| L18 | Pateron | 1 | 3 |
| L19 | — | — | 4 |
| L20 | Bound | 1 | 4 |