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Warlockdw

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17 views3 pages

Warlockdw

Uploaded by

Flan Raider
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE WARLOCK

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WRITTEN BY L - @lwilsonbird on Twi�er - birdhouse-games.itch.io
You bartered your service, your soul, and your blood in exchange for a fragment of a Eyes: shifty, luminous, piercing
powerful entity’s might. Name and describe that entity, and what they want in return. Hair: tangled nest, always windblown, shaved
Clothing: patched, immaculate, iridescent
Body: wightish, brick outhouse, scholarly

Alignment/Drive
� Lawful Borrowed Book (CHA)
Perform your service to your patron at any cost. You have a tome of powerful, ever-changing incantations granted to you by your patron,
and when you chant them aloud, choose an effect:
� Good • you deal 1d6 damage to a target.
Use your powers to do good that can't (or won't) be repaid. • you conjure a simple, intangible illusion.
• you perform a small act of telekinesis or telepathy
� Evil Then roll +CHA. On a 10+, the desired effect occurs. On a 7-9, the effect happens, but is
Trick or entrap someone into your debt. amplified, diminished, or twisted in an undesirable way.
If the book is ever lost or damaged, you can summon a new one by paying
Race/Background tribute to your patron.
� Human Curse (CHA)
Take +1 forward after the other shoe drops.
Your patron lets your show its (and your) displeasure with someone by laying a curse
� Elf upon them. When you make a warlock, choose three effects from the list below, which
Sleep is something you do for fun sometimes. become curses you can lay upon people. Curses last as long as you can focus on them.
� Halfling � The cursed begins to sweat prodigious amounts of slime.
You always notice when something or someone goes missing.
� You tie your soul to the cursed. Whatever you feel, they feel, and vice-versa—
damage, emotions, fear.
� Other � The cursed’s tongue falls flat in their mouth. They cannot speak until the curse is
lifted.
_______________________________________________ � The cursed develops a sudden allergy to something of your choice.
� You interfere with the cursed’s constitution, giving them a temporary debility.
_______________________________________________
Describe how that happens.
� The cursed see an image of their deepest fear that only they can see.
� An illusion settles around the target, making it appear as something it’s not.
� You inure an enemy to damage. Attacks against the cursed deals +1d4 damage.
Fill in the names of your companions (min. 1):
� You sense when the target tells a lie.
____________ is a morsel my patron desires. � You shake an enemy’s psyche; the next time they take damage, they are also
____________ doesn’t appreciate the power I wield. . . yet. stunned.
My patron wants something of ____________’s.
____________ seems like someone I could convince to join When you chant a curse upon someone, roll +CHA. On a 7+, your curse goes off
my patron’s service. without a hitch. On a 6-, you draw unwelcome attention or put yourself in a spot.
_____________________________________________
I Serve Something Greater (+ Cha)
_____________________________________________ When you invoke your supernatural nature to an unsuspecting mortal, roll+CHA.
On a 10+, they either do what you say or flee. On a 7-9 they either attack you, flee, or
obey only partially.

THE WARLOCK By L
Your load is 9+STR. You start with Dungeon Rations (5 uses 1 weight) and Choose one:
your Borrowed Book. � Leather Armor (1 armor, 1 weight)
Choose one: � Bag of Books (5 uses, 2 weight)
� Healing Potion (1 weight)
� 3 Antitoxin (0 weight) Choose your equipment (choose two):
Choose one: � Adventuring Gear; (5 uses, 1 weight)
� Shillelagh (Close, two-handed, 1 weight) � Poultices and Herbs; (2 uses, slow, 1 weight)
� Sickle (Hand, 1 weight) � Dungeon Rations (5 uses, 1 weight)
� Personal Feast (1 use, 1 weight)

When you gain a level from 2-5, choose from these moves. � Psionic Initiate
Your patron grants you further telekinetic and telepathic powers, allowing your
� Ritualist messages to travel far distances and for you to lift the weight of large, fully-grown
humanoid, albeit strenuously.
You gain the Ritual move, as in the wizard playbook.
When you gain a level from 6-10, choose from these moves or the level 2-
� Signing Bonus 5 moves.
When you make your pact with your patron, they gave you a token of power that
provides a minor magical benefit of your creation, such as a rock that glows on
command, a notebook that never runs out of pages, or an endless source of fresh water. � Nothing Left but Dust
(requires Bubbling Skin and Burning Flesh)
Choose your benefit and describe or sketch the artifact.
The damage from your borrowed book spell becomes 1d8 +CHA.
� Bubbling Skin and Burning Flesh
When you use your borrowed book to deal damage, roll 1d8 instead of 1d6. � Master of Curses
(requires Curse Adept)

� Curse Adept You may add two more potential effects from your Curse move, making your total
You become more adept at casting your base curses. Choose two additional effects known effects 7. Additionally, you may now have 3 curses ongoing at one time.
from the Curse move list to add to your repertoire. Additionally, you may now have 2
curses ongoing at one time. � Transmogrify
Your patron teaches you the soft weakness of mortal flesh. When you touch a creature,
� Patron’s Guidance roll +CHA. On a 10+, they become a creature of your choice until your focus breaks or
When you beseech your patron’s knowledge with a tribute, your patron grants you they take grievous damage. On a 7-9, they become a creature of your choice as before,
a vision of clarity and length corresponding to the value of your tribute. but only for a few moments. On a 6-, the GM chooses what creature they become.

� Spill Blood in My Name � Master Illusionist


(replaces Illusionist)
Your patron grants you a weapon of your choice. Describe it. When you hack & slash
with that weapon, roll +CHA instead of +STR. You have become a master in the art of illusion; your thoughts spin themselves into
immaculately detailed creations that, while still intangible, are so life-like as to leave
� Extended Warranty footprints and have breath. If the reality of your illusions ever comes into question, roll
If your Borrowed Book is ever lost, stolen, or damaged, it reappears near you at the +INT. On a 7+, the facade is maintained.
next dawn.
� Psionic Prodigy
� Reader's Sensitivity (requires Psionic Initiate)

When you gaze deeply into someone’s eyes, ask the GM one of these questions: The power of your mind ascends to an entirely new level; the options for your
What does this person want or fear most? Borrowed Book’s effects now include “stun an enemy with psychic force” and
What do they think about me, or someone else? “perform a feat of incredible psionic strength.”
What are they hiding from me?
Then roll +CHA. On a 10+, the GM answers you honestly. On a 7-9, the GM gives � Eyes To See
you a vague answer or general impression.
Your eyes are opened to a deeper sight. Things that are magical, such as artifact or
normally-invisible runes, glow with a dim light, and illusions are transparent to you.
� Illusionist Additionally, there is a one-in-ten chance each day that you’ll have an accurate,
The illusion from your borrowed book becomes more complex. You can now easily though likely cryptic, vision of the future.
create large illusions, and create intricate smaller illusions that can withstand even
intense scrutiny. If the reality of your illusions ever comes into question, roll Defy � Power Nap
Danger +INT to maintain the facade. When you make camp and are injured, you can wrap yourself in something fitting to
your patron to form a protective and restorative cocoon. If you stay inside it for several
� Mark of Service uninterrupted hours, you can heal an additional amount equal to twice your level, or
Your patron marks in you some way: a halo, a new birthmark or tattoo, remove one debility from yourself.
claws, an everliving flower crown, tentacles where there weren’t tentacles before, or
simply a weird gleam in your eye. You also gain one of the following benefits: � Begone, Knave!
�You are never defenseless; your mark acts a weapon with the hand and When you touch a foe to banish them to the plane of your master, roll +CHA. On a
forceful tags. 10+, the enemy is banished, and doesn’t return for 1d6 hours (on a 6, it’s six days). On
� Your mark inoculates you against a natural force: fire, ice, poison, a 7-9, they’re for an hour or so. On a 6-, as 7-9, but you are banished with them.
stone, etc.
� A stranger that you share a meal or drink with feels that they can trust � The Devil’s Own
you, treating you as a close friend. Calamities that befall you occasionally turn out to be harmless; when you roll a miss or a
� You gain +1 armor, which you cannot lose. mixed success, you can treat it as a complete success. You can't do this again until you
offer an especially choice tribute to your patron.
� You can see clearly even in the deepest darknesses.

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