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Warlocks are spellcasters who gain their powers through a pact with a powerful entity, allowing them to enhance their magic and drain life force. They can choose from various spell schools and have unique class features like Pact Boons and the ability to manipulate their life force for magical effects. The document outlines the Warlock class table, starting equipment, spellcasting mechanics, and various features available at different levels.

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0% found this document useful (0 votes)
334 views5 pages

DC20 Beta 0 9 Pa 22

Warlocks are spellcasters who gain their powers through a pact with a powerful entity, allowing them to enhance their magic and drain life force. They can choose from various spell schools and have unique class features like Pact Boons and the ability to manipulate their life force for magical effects. The document outlines the Warlock class table, starting equipment, spellcasting mechanics, and various features available at different levels.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Warlock

Warlocks make a pact with a powerful entity that grants


them magic. Their body and soul are a part of this contract
Starting Equipment
and as such, they can tap into their own life force to enhance • 1 Weapon
and amplify their magic and capabilities as well as drain the • 1 set of Novice Light Armor
life force of other living creatures. They also choose a type • X or Y “Packs” (Adventuring Packs Coming Soon)
of pact to be made that grants more powers.
Source of Power: Warlocks gain their power through a pact Warlock Spellcasting
with a powerful entity. By making a deal with this entity
(and following the conditions), they gain access to magic Mastery
that they can channel as their own. Unlike a Cleric (who Combat Training: Light Armor
believes in, follows, and has a true relationship with their
deity), Warlocks simply make a deal and have more of a Spell List: You choose 4 Spell Schools (Astromancy,
transactional or business relationship with their patron. Chronomancy, Conjuration, Divination, Enchantment,
Pacts can be made with all sorts of entities of all ranges Destruction, Illusion, Necromancy, Protection, Restoration,
of power levels as well, such as gods, devils, fey creatures, or Transmutation). When you learn a new Spell, you can
otherworldly beings, dragons, and even other powerful choose any Spell from the chosen Spell Schools.
Warlocks.
Beta Note: The Warlock works in a unique way with Spell
Warlock Flavor: A Warlock pact could be made by choice Schools, so until more Spells are released in future updates
or by force, could be demanding or simple, and could be you just get access to any of the “Premade Lists” that have
made with a good, neutral, or evil entity (which might be been released. You could pick 4 Spell Schools and then grab
unknown by the Warlock). The Character might have to Spells from across all the Prepared Lists if you want to, but it
accomplish certain tasks in order to keep their powers, or will be difficult without with the current number of Spells.
the entity might take a more passive role and not ask much
Cantrips Known: The number of Cantrips you know
from them.
increases as shown in the Cantrips Known column of the
Warlock Class Table. Cantrips are Spells with the Cantrip
Spell Tag.
Spells Known: The number of Spells you know increases as
shown in the Spells Known column of the Warlock Class
Table. These can be Spells with or without the Cantrip
Spell Tag.
Mana Points: Your maximum number of Mana Points
increases as shown in the Mana Points column of the
Warlock Class Table.

Warlock Class Table


Char Bonus Attribute Skill Mana Cantrips Spells Features
Level HP Points Points Points Known Known
1 +1 +6 +2 +3 Class Features
2 +1 Class Feature, Talent
3 +1 +1 +2 +1 Subclass Feature
4 +1 Talent, 2 Ancestry Points
5 +1 +2 +2 +1 Class Feature
6 +1 +1 +2 +1 Subclass Feature
7 +1 Talent, 2 Ancestry Points
8 +1 +2 +1 Class Capstone Feature
9 +1 +1 +2 +1 Subclass Capstone Feature
10 +1 +2 Epic Boon, Talent

THE DUNGEON COACH 151


Warlock Class Maneuvers: You learn 3 Defensive Maneuvers of your
choice.

Features Mystical Armor: You gain +1 MD and +1 MDR.


Pocket Dimension: Using a Minor Action, you can dismiss
Level 1 Class Features the Armor into a pocket dimension, summon it from that
pocket dimension, or summon it from anywhere on the
same plane of existence. If you aren’t able to wear the
Warlock Contract Armor when you summon it, or you choose not to wear it, it
You have a binding agreement with your patron that allows appears in your Space at your feet.
you to make sacrifices in exchange for boons.
New Pact Armor: Over the course of a Quick Rest, you
Hasty Bargain: Once per turn when you make a Check, can touch an Armor in your possession, bond with it, and
you can spend 1 HP to gain ADV on the Check. make it your new Pact Armor, ending your bond with your
Desperate Bargain: Once per Combat, you can spend 1 AP previous Pact Armor.
to regain an amount of HP equal to your Prime Modifier.
When you do, you become Exposed until the end of your Pact Cantrip
next turn. Choose a Spell you know with the Cantrip Spell Tag. The
chosen Spell becomes your Pact Cantrip. When you cast
your Pact Cantrip, you gain the following benefits:
Pact Boon
You gain a Pact Boon from your Patron. Choose 1 of the • If the Spell deals damage, it deals an extra +1 damage to
following options: Weapon, Armor, Cantrip, or Familiar. Bloodied targets.
• If the Spell’s range is Touch, it becomes 3 Spaces.
Pact Weapon Otherwise it increases by 5 Spaces.
You can choose a Weapon in your possession and bond with • Once per Round, when you cast your Pact Cantrip you
it, making it your Pact Weapon. You can only have 1 Pact can grant your self ADV on the Spell Check.
Weapon at a time. If the Weapon has the Ammo property, Choosing a New Pact Cantrip: When you complete a Long
it manifests its own Ammo when you load it, which Rest, you can choose a different Spell following the same
immediately vanishes once the Attack is resolved. You gain restrictions. When you do, the new Spell becomes your
the following benefits while wielding the Weapon: new Pact Cantrip. You can only have 1 Pact Cantrip at a
Weapon Mastery: You’re considered to have Training with time.
your Pact Weapon.
Pact Familiar
Maneuvers: You gain access to Attack Maneuvers, and
You learn the Find Familiar Spell. When you cast the Spell,
learn 2 additional Save Maneuvers of your choice.
your Familiar gains 3 additional Familiar Traits of your
Weapon Style Passive: While wielding your Pact Weapon, choice for free.
you benefit from that Weapon Style Passive.
Pocket Dimension: Using a Minor Action, you can dismiss
the Weapon into a pocket dimension, summon it from that
pocket dimension, or summon it from anywhere on the
same plane of existence. If you don’t have a free hand when
you summon it, or you choose not to grab it, it appears in
your Space at your feet.
New Pact Weapon: Over the course of a Quick Rest, you
can touch a Weapon in your possession, bond with it, and
make it your new Pact Weapon, ending your bond with
your previous Pact Weapon.

Pact Armor
You can choose an Armor in your possession and bond
with it, making it your Pact Armor. You can only have 1
Pact Armor at a time. You gain the following benefits while
wearing the Armor :
Armor Mastery: You’re considered to have Training with
your Pact Armor.

152 DC20 RPG BETA 0.9


Beseech Patron (Flavor Subclasses
Feature)
During a Long Rest, while sleeping or meditating, you can
access an Inner Sanctum within your mind. Its appearance
Eldritch
is influenced by your psyche and is subject to change.
While inside your Inner Sanctum, you can attempt to Otherwordly Gift
contact your Patron. Your patron grants you the following benefits:
If they choose to respond, they enter your mind and Psychic Spellcasting: You learn 1 Spell of your choice with
you might possibly be able to see or hear them. While the Psychic Spell Tag. When you learn a new Spell, you
connected to your Patron in this way, you’re aware of your can choose any Spell that has the Psychic Spell Tag.
surroundings but you can’t take actions or move. Your
Patron chooses when to end the connection, or you can Forbidden Knowledge: When you complete a Short or Long
make a Mental Save against your own Save DC to force the Rest, you temporarily learn any Spell of your choice. When
connection to end. you cast that Spell, its MP cost is reduced by 1 (minimum
of 0). Its total MP cost before the reduction can’t exceed
Your Inner Sanctum can look different depending on your your Mana Spend Limit. You forget the Spell immediately
Patron. It could be in a foggy blackness, wreathed in flames, after you cast it or complete a Short or Long Rest.
or emitting a blinding light. Your Patron has full control
over your dream state and can shape the environment, You gain the following Warlock Contract option:
create landscapes, objects, creatures, and images.
• Eldritch Bargain: When you make an Attack against the
DC Tip: This is a narrative driven feature where the GM can PD or MD of a creature, you can spend 1 HP to target its
roleplay the Warlock’s Patron to grant information or even other Defense instead.
mechanical boons to the character. GMs could choose to
give out situational or temporary Advantage or Disadvantage,
Spell effects like Bless / Bane, or even Inspiration depending Alien Comprehension (Flavor
on your conversation with your Patron. Feature)
You become Fluent in Deep Speech, and you understand
the writings and ramblings of lunatics.
Level 2 Class Features
Fey
Life Tap
When you produce an MP Effect, you can spend HP in
place of MP. The total amount of HP and MP spent can’t Fey Aspect
exceed your Mana Spend Limit. You can use this Feature Choose 1 of the following Conditions: Charmed or
once per Long Rest, and regain the ability to use it again Intimidated. The chosen Condition becomes your Fey
when you roll for Initiative. Aspect Condition. You gain the following Benefits:
Can’t Trick a Trickster: You have ADV on Saves against
Talent your Fey Aspect Condition.
You gain 1 Talent of your choice. If the Talent has any Fey Step: When you’re Hit by an Attack, you can spend 1
prerequisites, you must meet those prerequisites to choose AP as a Reaction to teleport up to 3 Spaces to an unoccupied
that Talent. Space you can see. When you do so, you become Invisible
until the start of your next turn. You can use this Feature
once per Long Rest, and regain the ability to use it again
when you roll for Initiative.

You gain the following Warlock Contract option:


• Beguiling Bargain: Once on each of your turns when
you cast a Spell or make an Attack that targets at least
1 creature, you can spend 1 HP to force 1 target of your
choice to make a Charisma Save against your Save
DC. Failure: You subject the target to your Fey Aspect
Condition until the end of your next turn.

THE DUNGEON COACH 153


Dream Walker (Flavor
Feature)
While sleeping, you are lucid and can manipulate what
appears in your dreams. Additionally, while you’re in
contact with a sleeping creature you can make a Spell
Check against the target’s Intelligence Save. Success: You
can witness their dream. You choose if the creature notices
that you’re watching their dream or not. Failure: You can’t
use this Feature again on that creature until it wakes up.

Paragon Warlock
Pact Bane
Requirements: Pact Boon, Level 3
You learn the Bane Spell or a different Spell of your choice
from your Spell List if you already know it. Creatures that
are subjected to Bane suffer the following effects based on
your chosen Pact Boon.
Pact Weapon & Cantrip: When you Hit the creature with
your Pact Weapon or Pact Cantrip, it takes +1 True
damage.
Pact Armor: When the creature Misses you with an Attack,
it becomes Stunned 1 until the end of its next turn, provided
it’s within 10 Spaces and you’re wearing your Pact Armor.
Pact Familiar: The creature is considered Flanked while
within 1 Space of your Pact Familiar.

Warlock Subcontract
Requirements: Warlock Contract, Level 3
You can spend 1 minute to create a Warlock Subcontract
with a willing creature within 1 Space, provided it doesn’t
share your HP (such as a Familiar). While within 20 Spaces
of each other, you gain the following benefits:
• Shared Telepathy: You can speak Telepathically with
each other.
• Extended Bargain: They can use Hasty Bargain. When
they do, you gain 1 Temp HP.
• Willing Sacrifice: You can spend their HP on your
Warlock Features and Talents, provided they are willing.
Void Contract: This benefit lasts until you end it for free or
use this Feature again.

154 DC20 RPG BETA 0.9


Wizard
Wizards learn to master each of the Spell Schools to control
them in a structured and efficient way. They utilize sigils
Starting Equipment
on the ground to enhance certain types of magic while they • 1 Weapon
push spells to their limits. • 1 set of Novice Light Armor
• X or Y “Packs” (Adventuring Packs Coming Soon)
Source of Power: Wizards learn to use magic from a
dedicated study of the arcane through practicing lessons
and reading tomes. This knowledge could come from a Wizard Spellcasting
wizard school they attend, a family tome that has been
passed down through the generations, or even from a spell Mastery
book they stole and just kept practicing with. Combat Training: Light Armor
Spell List: When you learn a new Spell, you can choose any
Spell on the Arcane Spell List.

Beta Note: You get access to the following “Premade List”


that have had their Spells pre-selected for you: Fire &
Flames, Ice & Illusions, Lightning & Teleportation, or Psychic
& Enchantment

Cantrips Known: The number of Cantrips you know


increases as shown in the Cantrips Known column of the
Wizard Class Table. Cantrips are Spells with the Cantrip
Spell Tag.
Spells Known: The number of Spells yo u know increases
as shown in the Spells Known column of the Wizard Class
Table. These can be Spells with or without the Cantrip
Spell Tag.
Mana Points: Your maximum number of Mana Points
increases as shown in the Mana Points column of the
Wizard Class Table.

Wizard Class Table


Char Bonus Attribute Skill Mana Cantrips Spells Features
Level HP Points Points Points Known Known
1 +6 +2 +3 Class Features
2 +1 Class Feature, Talent
3 +1 +2 +1 Subclass Feature
4 +1 Talent, 2 Ancestry Points
5 +1 +2 +2 +1 Class Feature
6 +1 +2 +1 Subclass Feature
7 +1 Talent, 2 Ancestry Points
8 +1 +2 +1 Class Capstone Feature
9 +1 +2 +1 Subclass Capstone Feature
10 +1 +2 Epic Boon, Talent

THE DUNGEON COACH 155

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