Warlock Subclasses - GM Binder
Warlock Subclasses - GM Binder
Warlock
Compendium
Hello all you fine people, this here is my attempt at making some subclasses for my favourite class: The
Warlock. However, there are probably a few things you should know first: First off, this is completely for
fun, and while I would love any and all feedback you kind strangers would be willing to give me, nothing
in here is meant to be super dupper balanced due to item number two; I have never actually played
dungeons and dragons. Yes I know, shocking, but sadly I currently lack both time and resources to
embark on table-top questing, so although I have read the basic rules, TPH and some of TDMG, none of
the content in this here book has been looked at by someone with experience until now. So if you've
made it this far, thanks and have a good read.
Art in order: Skiorh, moonfist1, Diana Franco, shizukananeko, Slawomir Maniak, Anna Khudorenko
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Warlock
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Chains of t
The Imprisoned AT 1ST LEVEL YOU C
MAGICAL AND CAN
Introduction AND FORCE THEM TO
THE IMPRISONED IS THE ONLY ONE OF THESE I HAD ZERO INSPIRATION FOR FROM OUTSIDE SOURCES, I WAS SIMPLY THINKING ABOUT HOW COOL CAN MAKE A STREN
CHAINS WERE ONE NIGHT AND THEN BOOM: WARLOCK WITH CHAINS! ALL OF THE SUBCLASSES FEATURES ARE PRIMARILY BASED ON COMBAT, THOUGH TARGET SUCCEEDS T
QUITE A FEW OF THEM PROVIDE BUFFS AS WELL AS DAMAGE POTENTIAL. WHILE THE UTILITY SIDE OF THINGS IS SLIGHTLY LACKING, THE CHAINS CAN BE THE CHAIN CAN
USED QUITE FREELY AND CAN EASILY BY USED TO HELP WITH PRISON BREAKS, DUNGEONS AND HEISTS. CLIMBING SPEED A
WHEN IT COMES TO THE PERSONALITY OF THIS SUBCLASS, I HAD TWO DIFFERENT IDEAS IN MIND, THE FIRST IS THAT YOU ARE YOUR PATRONS WARDEN FEET AND ANY OTHE
AND TAKING THEIR POWER FROM THEM BY FORCE, THIS IS A LITTLE DIFFERENT FROM THE CLASSIC WARLOCK, AND GIVES ITSELF MORE TO THE AIR OF A YOU CAN USE TH
PALADIN, AS INSTEAD OF COMPLETING TASKS FOR YOUR PATRON YOU ARE DOING DEEDS TO KEEP IT LOCKED AWAY. THE OTHER SIDE OF THE COIN IS THE GAIN A SECOND CH
MORE CLASSIC WARLOCK, TRYING TO FREE THEIR PATRON, HOWEVER THE PATRON MAY BE A BENEVOLENT CREATURE AND FREEING THEM WOULD BE A TARGET AT A TIME U
GOOD THING. BONUS ROUNDED U
FOR EXAMPLE, IF
YOU HAVE MADE A PACT WITH AN IMPRISONED ENTITY. A BEING WHO HAS BEEN LOCKED AWAY IN AN INESCAPABLE PRISON FOR AN ETERNITY AND DESTROYED EACH C
WHO ONLY WISHES FOR FREEDOM. THEY MAY BE BENEVOLENT OR MALICIOUS, TRAPPED IN ANOTHER DIMENSION OR IN AN ITEM YOU HOLD, AND THEY
MAY HAVE BEEN IMPRISONED BY AN BEING AS POWERFUL AS THEMSELVES OR BY A GROUP OF MORTALS WIELDING POWERFUL MAGIC. WHATEVER Armoring c
THEIR CIRCUMSTANCES THEY HAVE MANAGED TO BREACH THEIR PRISON JUST ENOUGH TO GIVE YOUR THE POWER TO FREE, OR AVENGE THEM. AT 6TH LEVEL, WHEN
YOUR AC. ONE CHA
Warlock Spells YOU CAN NOW A
THE IMPRISONED LETS YOU CHOOSE FROM AN EXPANDED LIST OF SPELLS WHEN YOU LEARN A WARLOCK SPELL. THE FOLLOWING SPELLS ARE ADDED TO AS A BONUS ACTION
THE WARLOCK SPELL LIST FOR YOU.
Chainbound spells
AT 1ST LEVEL ANY SPELLS THAT YOU PERFORM THAT USE OR SUMMON TENTACLES, VINES OR ROPE USES/SUMMONS CHAINS IN THEIR PLACE. ANY SPELL
THAT REQUIRES TENTACLES, VINES OR ROPE AS A COMPONENT INSTEAD REQUIRES 20 LINKS OF CHAIN.
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Wrath of the imprisoned
AT 14TH LEVEL YOU CAN CHANNEL THE HATRED THAT YOUR PATRON HAS BUILT UP OVER AN ETERNITY OF IMPRISONMENT. WHEN YOU USE THIS FEATURE,
YOU CAN USE AS MANY OF YOUR CHAIN CHARGES AS YOU WANT AT ONCE AND SUMMON THEM ALL AS ACTIVE CHAINS IN A SWIRLING DOME OR
SPHERE WITH A 20-FOOT RADIUS WITH YOU AS ITS CENTER FOR 1 MINUTE.
WHEN YOU ACTIVATE THIS ABILITY YOU AND ANY CREATURE YOU CHOSE INSIDE THE DOME CAN REDUCE DAMAGE FROM A SOURCE OUTSIDE THE
DOME BY ONE 1D4 FOR EVERY CHAIN IN USE. ANY CREATURE YOU CHOSE THAT IS IN THE DOME WHEN IT IS CREATED OR STARTS ITS TURN INSIDE THE
DOME WILL TAKE ONE 1D4 FORCE DAMAGE FOR EVERY CHAIN IN USE AND THEIR SPEED IS HALVED. WHILE ACTIVATED YOU HAVE A MAXIMUM
MOVEMENT SPEED OF 15 FEET.
ONCE YOU USE THIS FEATURE, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A LONG REST. ALL CHAIN CHARGES USED IN THIS ABILITY MUST BE
RECHARGED.
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Time hop
The Time Liege AT 1ST LEVEL, YOUR
YOURSELF THROUGH
Introduction ADVANTAGE ON YOU
THE CONCEPT FOR THIS SUBCLASS IS BASED OF THE CHARACTER NOX FROM THE FIRST SEASON OF THE WAKFU TV SHOW, AS WELL AS THE WANT FOR A OR GIVING YOU ADV
TIME BENDING WARLOCK. ALL OF THE ABILITIES HAVE BOTH COMBAT AND UTILITY USES, MAKING IT A VERSATILE SUBCLASS, HOWEVER IT RELIES ON USED AS A BONUS A
ADVANTAGE AND OTHER SPELLS ANY OTHER EFFECT.
THERE ISN'T REAL ANY PERSONALITY TRAITS I'D CONNECT TO THIS SUBCLASS EXCEPT FOR THE FACT THAT THEY ARE VERY OBSERVANT. IN WAKFU, NOX YOU CAN USE TH
IS ATTEMPTING TO USE HIS POWER TO REWIND TIME TO BRING HIS FAMILY BACK TO LIFE, SO THERES THAT BUT IN GENERAL IT CAN BE ANYTHING. ONE LONG REST.
IMPORTANT PLOT POINT MAY BE THE OUTSIDE OF TIME FEATURE, WHICH STOPS THE WARLOCK FROM AGING AT ALL, MEANING IT COULD LEAVE SOME
TRAPPED IN THE BODY OF A CHILD, OR ON THE BRINK OF DEATH. Temporal h
IF YOU WANT YOU CAN WATCH NOX'S BEST FIGHT SCENE HERE TO GET AN IDEA OF WHAT I WAS GOING FOR AT 6TH LEVEL, YOU G
TO MAKE A WISDOM
TO THE TIME LIEGES, EVERYTHING TO COME HAS ALREADY HAPPENED, AND EVERYTHING THAT HAS HAPPENED IS YET TO COME. THEY WALK THE AND PREVENTING IT
FLOW OF TIME AS LESSER BEINGS WALK A DIRT ROAD, AND INTERVENE AS THEY SEE FIT, TO CREATE WHATEVER ORDER OR CHAOS THEY WANT. THESE COMMUNICATE TEL
BEINGS BECOME PATRONS OF MORTALS TO UPHOLD WHAT THEY BELIEVE TO BE THE PROPER FLOW OR COURSE OF TIME, THEY MAY WANT YOU TO HELP FALLING PORTCULLIS
THEM DEFEAT A RIVAL FOR CONTROL OVER TIME, OR MAYBE THEY HAVE A WAGER ON THE RESULT OF THIS CENTURY AND NEED YOU TO MAKE SURE THEY IF THE OBJECT IS
WIN. WHILE LETTING SOM
DIVIDED BY 10 ROU
Warlock Spells AND HAVE DISADVA
THE TIME LIEGE LETS YOU CHOOSE FROM AN EXPANDED LIST OF SPELLS WHEN YOU LEARN A WARLOCK SPELL. THE FOLLOWING SPELLS ARE ADDED TO YOU.
THE WARLOCK SPELL LIST FOR YOU. THIS ABILITY REQ
AFFECT THE FROZEN
Spell level Spell
YOU HAVE USES OF
1st Gift of Alacrity, Zephyr Strike
2nd Augury, Fortunes Favour
3rd Blink, Slow
4th Death ward, Locate creature
5th Commune, Temporal Shunt
IN ADDITION THE SPELLS TIME RAVAGE AND TIME STOP ARE ADDED TO THE WARLOCK SPELL LIST FOR YOU.
Outside of Time
STARTING FROM 1ST LEVEL, YOU CAN NOT AGE, NATURALLY OR MAGICALLY.
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ADDITIONALLY, YO
The Carnal Idol THIS APPENDAGE D
MODIFIER ON ATTAC
Introduction BONUS ACTION YOU
SCP-610, WE ALL KNOW IT WE ALL LOVE IT, AND HERES A WARLOCK SUBCLASS BASED OF IT, KINDA. ORIGINALLY I BASED THIS SUBCLASS OF THE FLESH ATTACK. THIS LIMB
THAT MATES HATES, BUT IT IS A LITTLE DIFFERENT IN SOME PLACES, THE SUBCLASS BOASTS A MORE GENERAL DAMAGE OUTPUT, WITH SOME UTILITY, DISADVANTAGE ON
HOWEVER IT IS RELIANT ON CORPSES, SO YOU WILL HAVE TO GET YOUR HANDS DIRTY. YOU RECOVER YOU W
THE GENERAL PERSONALITY I HAD FOR THIS SUBCLASS WAS OVER EMOTIVE, LACKING CRITICAL THOUGHT, SO ALTHOUGH THIS LENDS ITSELF TO YOU CAN USES TH
RASHNESS AND ANGER, EXTREME BOUTS OF LOVE AND ADORATION WOULD ALSO BE COMMON.
Horrific dis
STARTING AT 6TH LE
YOUR PATRON IS A BEING OF PRIMAL URGES AND VICIOUS DESIRE, AN AMALGAMATION OF FLESH, BLOOD AND GORE. THESE BEINGS RARELY HAVE
ADVANTAGE ON INTI
GRAND PLANS OR SCHEMES IN PLACE, AND SOMETIMES EVEN LACK THE ABILITY FOR HIGHER THOUGH. INSTEAD THEY ACT ON ANIMALISTIC INSTINCT,
PERHAPS THEY ARE A SENTIENT PLAGUE OR AN INTERDIMENSIONAL COLONIAL ORGANISM, OR MAYBE A FORGOTTEN GOD THAT DESPISES THE
INTELLIGENCE OF OTHER CREATURES. EITHER WAY YOU HAVE BEEN CHOSEN TO HELP THIS BEING PURSUE ITS GOALS OR SIMPLY TO SHOW THE WORLD ITS
MINDLESS POWER.
Warlock Spells
THE CARNAL IDOL LETS YOU CHOOSE FROM AN EXPANDED LIST OF SPELLS WHEN YOU LEARN A WARLOCK SPELL. THE FOLLOWING SPELLS ARE ADDED TO
THE WARLOCK SPELL LIST FOR YOU.
Carnomancy
STARTING AT 1ST LEVEL, YOUR PATRON BESTOWS UPON YOU A POWER DARKER THAN NECROMANCY OR ENCHANTMENT; CARNOMANCY, POWER OVER
FLESH AND BLOOD. AS A BONUS ACTION OR A REACTION, YOU CAN CHOOSE A 'MORE THAT 60% INTACT' CORPSE OF A CREATURE THAT IS NOT A
CONSTRUCT OR ELEMENTAL WITH SIZE LARGE OR SMALLER THAT YOU CAN SEE WITHIN 60 FEET OF YOU THAT HAS NOT BEEN DEAD FOR MORE THAN TWO
WEEKS. WHENEVER A FEATURE IN THIS SUBCLASS REFERS TO A CORPSE, THESE RULES APPLY UNLESS OTHERWISE STATED
YOU CAN THEN CAUSE IT TO ERUPT IN A FLESHY EXPLOSION, FORCING ALL CREATURES IN A 10-FOOT RADIUS TO MAKE A DEXTERITY SAVING THROW
AGAINST YOUR SPELL DC, TAKING 2D4 ACID DAMAGE ON A FAIL OR HALF THAT ON A SUCCESS. YOU CAN ALSO CAUSE THE CORPSE TWIST AND LATCH
ONTO A CREATURE IN A 5-FOOT RADIUS FORCING IT TO MAKE A DEXTERITY OR STRENGTH SAVE AGAINST YOUR SPELL DC OR FALL PRONE AND EXPEND
THEIR MOVEMENT SPEED.
CORPSES THAT ARE USED IN THIS EFFECT SHOULD BE CONSIDERED BROKEN AND CAN NOT BE RESURRECTED WITHOUT MAGIC BEING USED TO REPAIR
THE BODY FIRST. YOU CAN ONLY USE THIS EFFECT ON A CORPSE ONCE. YOU HAVE USES OF THIS ABILITY EQUAL TO YOUR WARLOCK LEVEL AND REGAIN ALL
USES AFTER TAKING A LONG REST.
THE DAMAGE FOR THIS FEATURE INCREASE TO 4D4 AT LEVEL 10 AND 6D4 AT LEVEL 18.
Natural Defenses
AT 1ST LEVEL YOU ALSO GAIN MASTERY OVER YOUR OWN FLESH AND BLOOD, CAUSING YOU TO HAVE UNIQUE REGENERATION AND DEFENSIVE
MECHANISMS. WHEN YOU TAKE PIERCING OR SLASHING DAMAGE, OR ANY TYPE OF DAMAGE WHILE YOU ARE BLOODIED, FROM AN CREATURE WITHIN 5
FEET OF YOU, AS A REACTION YOU CAN SHOOT OUT A SPURT OF ACIDIC BLOOD AND FORCE IT TO MAKE A DEXTERITY SAVE AGAINST YOUR SPELL DC, OR
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FEET OF YOU, AS A REACTION YOU CAN SHOOT OUT A SPURT OF ACIDIC BLOOD AND FORCE IT TO MAKE A DEXTERITY SAVE AGAINST YOUR SPELL DC, OR
TAKE 1D6 + YOUR PROFICIENCY BONUS ACID DAMAGE AND BECOME BLINDED UNTIL THE END OF ITS NEXT TURN. IF THE ATTACKER IS NOT WITHIN 5 FEET
OF YOU CAN INSTEAD TARGET ANY CREATURE WITHIN 5 FEET OF YOU, HOWEVER THE CREATURE GAINS ADVANTAGE ON THE SAVE.
ADDITIONALLY, IF YOU TAKE A SHORT REST WHILE YOU HAVE A CORPSE OF A CREATURE SIZE SMALL OR LARGER, YOU CAN CONSUME THE CORPSE AND
COUNT ANY WARLOCK HIT DIE YOU ROLE TO REGAIN HIT POINTS AS D10S, YOU CAN NOT HEAL PAST YOUR MAX HP WITH THIS FEATURE. YOU ARE ALSO
IMMUNE TO NEGATIVE EFFECTS OF DISEASE, HOWEVER YOU CAN STILL BE INFECTED WITH DISEASES AND CAN INFECT OTHERS
THE DAMAGE FOR THIS FEATURE INCREASE TO 2D6 AT LEVEL 10 AND 3D6 AT LEVEL 18.
Horrific control
STARTING AT 6TH LEVEL YOU CAN EXTEND YOUR CONTROL OVER FLESH TO THE LIVING. AS AN ACTION YOU CAN FORCE A LARGE OR SMALLER CREATURE THAT
CAN MAKE A MELEE ATTACK TO MAKE A CONSTITUTION SAVING THROW AGAINST YOUR SPELL DC. ON A FAIL YOU CAN THEN FORCE THAT CREATURE TO
MAKE A BASIC MELEE ATTACK AGAINST ONE CREATURE IT CAN REACH, OR TO MAKE AN ATTACK AGAINST ITSELF, HOWEVER IT CAN NOT TARGET ITSELF IF
THE ATTACK COULDN'T REACH (E.G. A BEHOLDER COULD NOT MAKE A BITE ATTACK AGAINST ITSELF), WHEN MAKING A SELF ATTACK, A CREATURE CAN NOT
ADD ITS DEXTERITY BONUS TO ITS AC.
YOU CAN ALSO USE THIS FEATURE TO FORCE CREATURES TO MAKE SIMPLE ACTIONS, SUCH AS GRABBING A ROPE, PULLING A LEVER OR BREAKING A
BOW. YOU HAVE USES OF THIS FEATURE EQUAL TO YOUR PROFICIENCY BONUS AND REGAIN ALL USES AFTER A LONG REST.
ADDITIONALLY, YOU CAN NOW CONTORT YOUR LIMBS TO ASSIST YOU IN COMBAT, AS A BONUS ACTION YOU CAN TURN YOUR ARM INTO A BONEY SPIKE,
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Charming P
The Dream Demon AT 6TH LEVEL, YOU P
SHARED LANGUAGE
Introduction CREATURE IS CHARM
IT'S YOUR OLD PAL BILL, HERE TO GRANT YOU THE POWERS OF WEIRD. SO BILL CIPHER AS YOUR PATRON IS THE AIM HERE, THE SUBCLASS IS HEAVILY OF ITS ABILITIES. TO
WEIGHTED TOWARDS UTILITY, BUT STILL HAS ENOUGH ABILITIES THAT ITS FUN IN A FIGHT, PLUS YOU CAN MAKE MAGICAL DEALS TO TRICK PEOPLE INTO CREATURE NOTICES
GIVING YOU THEIR FIRSTBORN CHILD. ADDITIONALLY CR
FOR PERSONALITY, I REALLY DID JUST THINK OF BILL CIPHER, SO FOR ANYONE WHO HASN'T SEEN GRAVITY FALLS, THINK WELL DRESSED, UPPER CLASS FEATURES, AS WELL
ATTITUDE, CAN EASILY PUT PEOPLE AT EASY IF THEY WANT TO, BUT ALSO A NARCISSISTIC SOCIOPATH. SOMETHING IT WOU
YOUR PATRON IS A HORRIBLE BEING FROM THE NIGHTMARE REALM, WHO EXISTS ONLY IN THE SPACE OF OUR MINDS. THESE BEINGS ARE ALWAYS ONE Pure Madne
STEP AHEAD OF EVERYONE AROUND THEM, MAKING DEALS AND HIDING THEIR INTENTIONS UNTIL IT IS TOO LATE, FOR MOST. YOU HAVE MANAGED TO AT 6TH LEVEL YOU C
GET ON THE GOOD SIDE OF ONE OF THESE INDESCRIBABLE BEINGS, SO THEY HAVE SENT YOU OUT AS AN ENVOY TO HELP THEM GAIN POWER AND DIAMETER AND SEN
INFLUENCE IN THE PHYSICAL WORLD. MOVES INTO THE SP
USE THE FIRST DIE R
Warlock Spells THE END OF THE CRE
THE DREAM DEMON LETS YOU CHOOSE FROM AN EXPANDED LIST OF SPELLS WHEN YOU LEARN A WARLOCK SPELL. THE FOLLOWING SPELLS ARE ADDED THE BUBBLE MO
TO THE WARLOCK SPELL LIST FOR YOU. SURFACE, THEN IT W
THE BUBBLE CAN
Spell level Spell
FEATURE EQUAL TO Y
1st Chaos Bolt, Disguise Self 3D8 AT LEVEL 12 AN
2nd Gift of Gab, Phantasmal Force d8
3rd Fast Friends, Motivational Speech 1
4th Confusion, Phantasmal Killer 2
5th Animate Objects, Mislead 3
4
Unlimited Knowledge
AT 1ST LEVEL YOUR PATRON HAS GRANTED YOU ACCESS TO THE INFORMATION IT HAS COLLECTED BY OBSERVING THE MULTIVERSE FOR AN ETERNITY. YOU 5
ARE PROFICIENT IN HISTORY CHECKS IF YOUR AREN'T ALREADY AND YOU CAN MAKE THEM WITH YOUR CHARISMA MODIFIER. 6
Nightmarish Gifts 7
AT 1ST YOU GAIN THE ABILITY TO PROBE YOUR ENEMIES MINDS FOR THEIR DEEPEST FEARS AND USE THEM AS A WEAPON. AS AN ACTION CHOSE A 8
CREATURE YOU CAN SEE WITH 60 FEET OF YOU AND FORCE IT TO MAKE A WISDOM SAVING THROW AGAINST YOUR SPELL SAVE DC. ON A FAIL YOU
CREATE AN ILLUSION WITHIN 30 FEET OF THE CREATURE THAT ONLY YOU AND IT CAN SEE, THE CREATURE IS FRIGHTENED OF THIS ILLUSION AND IT LASTS
FOR 1 MINUTE. THE CREATURE CAN REPEAT THEIR SAVE AT THE END OF THEIR TURN, ON A SUCCESS THE EFFECT IS ENDED AND THE CREATURE IS
BOO!
IMMUNE TO THIS FEATURE FOR 24 HOURS. STARTING FROM 10
AS THE SPACE IS NO
YOU HAVE USES OF THIS FEATURE EQUAL TO YOUR PROFICIENCY BONUS AND REGAIN ALL EXPENDED USES AFTER A LONG REST.
HAVING TO MAKE TH
ADDITIONALLY YOU NOW KNOW THE MINOR ILLUSION CANTRIP IF YOU DON'T KNOW IT ALREADY AND IT DOES NOT COUNT AGAINST THE NUMBER OF
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ADDITIONALLY YOU NOW KNOW THE MINOR ILLUSION CANTRIP IF YOU DON'T KNOW IT ALREADY AND IT DOES NOT COUNT AGAINST THE NUMBER OF
WARLOCK CANTRIPS YOU KNOW.
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YOU MIGHT BE A
SIDE OF THE DEAL, T
RECKONING (SO NO
WANT. FAILING TO D
WITH THIS FEATURE.
AFTER YOU USE T
Decaying M
WHENEVER A CREA
SHORT-TERM MADN
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Edelwood L
The Beast of the Unknown AT 1ST LEVEL, YOUR
FORM YOU WISH, IT
Introduction FLAME ALIVE BY FEE
THIS SUBCLASS IS BASED OF THE BEAST FROM OVER THE GARDEN WALL, A CREATURE THAT TURNS LOST SOULS INTO TREES TO KEEP ITSELF ALIVE. THE SHEDS BRIGHT LIGHT
SUBCLASS IS AIMED AT SEPARATING ENEMIES AND THEN DEALING DAMAGE AFTER WEAKENING THEM, WITH MEDIOCRE UTILITY FROM THE LANTERN AS EXPENDED IN ONE
WELL AS TRACKING AND STEALTH.
SIMILAR TO THE CARNAL IDOL, YOU DO NEED TO KILL SOMETHING EVERY NOW AND THEN, BUT YOU DON'T HAVE TO STEAL PEOPLE IN THE NIGHT TO DOUBLE THE RA
STAY ALIVE. LIKE THE BEAST THIS SUBCLASS IS COLD AND WILL PREY ON WEAKER CREATURES IF GIVEN THE OPPORTUNITY. IN OTGW THE BEAST TRICKS CONSUME OR E
A HUNTER INTO BELIEVING HIS DAUGHTERS SOUL WAS INSIDE THE LANTERN INSTEAD OF ITS OWN, CAUSING THE HUNTER TO KEEP IT LIT, THIS COULD BE THAN OR EQUAL
THE SAME CASE FOR YOU. COMMON IS 1,
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DIM LIGHT. YOU HAVE DARK VISION FOR 90 FEET.
YOU ALSO GAIN ADVANTAGE ON CHECKS MADE TO TRACK OR HUNT A CREATURE THAT CAN SPROUT EDELWOOD AND YOU ARE UNAFFECTED BY NON-
MAGICAL DIFFICULT TERRAIN CAUSED BY PLANTS.
Edelwood Sprigs
WHEN YOU CAUSE A CREATURE TO SPROUT EDELWOOD BRANCHES, 3 SMALL SPRIGS CAN BE BROKEN OFF AND KEPT BEFORE SAP IS EXTRACTED FROM
THE WOOD, IF A CREATURE TUCKS A SPRIG OF EDELWOOD MADE BY YOU BEHIND THEIR EAR, OR HOLDS IT IN THEIR MOUTH, THEY AUTOMATICALLY
SUCCEED ON SAVING THROWS CAUSED BY YOUR OTHERWORLDY PATRON FEATURES. AFTER CAUSING A SUCCESS, THE SRPIG WITHERS AND TURNS TO
DUST.
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Death of Hope
AT 10TH LEVEL, YOU CAN HELP DYING CREATURES ALONG THEIR WAY, BRINGING THEM CLOSER TO THE UNKNOWN. WHEN YOU SEE A CREATURE WITHIN
60 FEET OF YOU TAKE DAMAGE, YOU CAN DOUBLE THE DAMAGE IT TOOK IF IT WOULD KNOCK THE CREATURE UNCONSCIOUS, KILL IT OR CAUSE THE
CREATURE TO BE BLOODIED. THIS ALSO CAUSES THE DAMAGE TO IGNORE RESISTANCES.
ADDITIONALLY IF YOU SEE A CREATURE MAKE A DEATH SAVING THROW, YOU CAN USE THIS ABILITY TO MAKE A 20 A REGULAR SUCCESS, ANY ROLL
BELOW A 16 A FAIL AND BELOW 6 A CRITICAL FAIL. YOU HAVE USES OF THIS ABILITY EQUAL TO YOUR CHARISMA MODIFIER AND REGAIN ALL USES AFTER
TAKING A LONG REST.
Eternal Darkness
AT 14TH LEVEL, YOU GAIN THE ABILITY TO OPEN A RIFT INTO THE UNKNOWN, AND PULL A CREATURE INTO IT. AS AN ACTION CHOSE A CREATURE YOU CAN
SEE WITHIN 60 FEET, IT MUST MAKE A CHARISMA SAVING THROW AGAINST YOUR SPELL DC OR BE PULLED INTO THE FORESTS OF THE UNKNOWN,
WHERE IS WILL BE HUNTED BY YOUR PATRON.
AT THE START EACH OF THE CREATURES TURNS WHILE IT IS IN THE UNKNOWN IT MUST MAKE A SURVIVAL CHECK AGAINST YOUR SPELL DC, ON A
SUCCESS THE CREATURE MAKES ITS WAY TOWARDS FREEDOM, ON A FAIL IT TAKES THE NUMBER IT FAILED BY D6 COLD/PSYCHIC/NECROTIC DAMAGE
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AT THE START EACH OF THE CREATURES TURNS WHILE IT IS IN THE UNKNOWN IT MUST MAKE A SURVIVAL CHECK AGAINST YOUR SPELL DC, ON A
SUCCESS THE CREATURE MAKES ITS WAY TOWARDS FREEDOM, ON A FAIL IT TAKES THE NUMBER IT FAILED BY D6 COLD/PSYCHIC/NECROTIC DAMAGE
(YOUR CHOICE). AFTER THREE SUCCESSFUL CHECKS THE CREATURE RETURNS TO THE SPACE IS WAS TAKEN FROM, OR IN AN UNOCCUPIED SPACE AS CLOSE
AS IT CAN. A CREATURE CAN LEAVE THE UNKNOWN BY TELEPORTING OUT WITH A SPELL SUCH AS PLANE SHIFT. IF A CREATURE DIES IN THE UNKNOWN
ITS BODY IS TAKEN BY YOUR PATRON.
YOU CAN USE THIS ABILITY ONCE AND REGAIN THE USE AFTER A LONG REST.
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IN ADDITION, ON
The Forgotten Treasure INITIATIVE TO YOU A
Introduction At Home in
I DIDN'T HAVE ANY INSPIRATION FOR THE ABILITIES OF THIS SUBCLASS BUT THE IDEA FOR A GARBAGE PATRON I GOT FROM THE IMAGE. THE SUBCLASS IS DUE TO THE NATURE
BASED AROUND GIVING YOURSELF MINOR BUFFS, AS WELL AS BEING VERY AT HOME IN URBAN ENVIRONMENTS. WHEN IT COMES TO CHARACTER THESE CITY IN CONDITIONS
WARLOCKS ARE USUALLY ORPHANS OR URCHINS AND SEE THEIR PATRON AS A PARENTAL FIGURE, AS THEY WERE CARED FOR BY THEM, THOUGH THIS IS THE BEST OF A BAD
NOT ALWAYS THE CASE. THESE WARLOCKS ARE ALSO GENERALLY KIND AND CARING TOWARDS LOST/DAMAGED THINGS AND PEOPLE (ESPECIALLY CARE OF YOUR WEAP
ORPHANS AND URCHINS) AS WELL AS BEING HOARDERS (THOUGH NOT THIEVES). ENVIRONMENTS (NO
ADDITIONALLY YO
IN CITY STREETS AND FLOWING GUTTERS, TREASURES ARE DROPPED AND LOST, EACH LITTLE PIECE OF TRASH HOLDS A STORY, A MEANING AND A WELL OF DESTROYED, HOWEV
EMOTIONS. EVENTUALLY, THESE LITTLE SCRAPS OF HUMANITY WERE DRAWN TO EACH OTHER, EACH ONE ADDING A SLIVER OF CONSCIOUSNESS TO AN
EVER-GROWING PILE UNTIL ONE DAY . . . IT AWOKE. THE FORGOTTEN TREASURES ARE CREATURES MADE UP OF ALL THAT SOCIETY HAS TOSSED AWAY.
Emotional A
STARTING AT 10TH L
THOUGH THEIR POWER CAN BE GREAT THEY RARELY LEAVE THE PLACE OF THEIR BIRTH DUE TO EMOTIONAL ATTACHMENT, IT IS COMMON FOR MANY
GAIN TEMPORARY H
GREAT CITIES TO HAVE A FORGOTTEN TREASURE HIDING IN THEIR SEWERS. THEY GENERALLY KEEP TO THEMSELVES, BUT SOMETIMES CHOSE TO TAKE
TREASURE THAT GEN
CONTROL OF THE LOWER DISTRICTS OF CITIES, EITHER TO TAKE CARE OF THE MANY URCHINS AND ORPHANS, OR TO CONTROL TERRITORY TO GUARANTEE ITS
SURVIVAL. ADDITIONALLY AF
OF YOUR NEXT LONG
Warlock Spells
THE FORGOTTEN TREASURE LETS YOU CHOOSE FROM AN EXPANDED LIST OF SPELLS WHEN YOU LEARN A WARLOCK SPELL. THE FOLLOWING SPELLS ARE
ADDED TO THE WARLOCK SPELL LIST FOR YOU.
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5th Hatse, Protection from Energy
7th Confusion, Fabricate
9th Bigby's Hand, Creation
Forgotten Treasures
AT 1ST LEVEL, YOU BEING ACCUMULATING TREASURE IN A SIMILAR FASHION TO YOUR PATRON. WHENEVER YOU FIND YOURSELF IN A DUNGEON, CITY OR
SIMILAR PLACE (AT YOUR DM'S DISCRETION) YOU CAN TAKE 1 HOUR (THIS CAN BE DONE DURING A REST) TO SEARCH FOR FORGOTTEN TREASURES. YOU
CAN ONLY FIND FORGOTTEN TREASURES BY CHANCE, YOU CAN NOT STEAL THEM. WHEN YOU DO FIND ONE YOU CAN ROLL ON THE TABLE BELOW TO
CHANNEL THE OBJECTS EMOTIONAL HISTORY. TO FIND A TREASURE MAKE AN INVESTIGATION CHECK, ON A 14 OR LOWER YOU FIND 1 TREASURE, 2 FOR
15 - 18, 3 FOR 19 - 20 AND 4 FOR 21 AND ABOVE. YOU CAN FIND TREASURES EQUAL TO YOUR PROFICIENCY BONUS PER DAY AND CAN HOLD
TREASURES EQUAL TO YOUR WARLOCK LEVEL + YOUR CHARISMA MODIFIER.
YOU CAN USE YOUR BONUS ACTION OR REACTION TO USE A TREASURE, CAUSING IT TO LOSE ITS MAGIC AND YOU GAIN ITS EFFECT. YOU CAN KEEP
USED TREASURES OR GIVE THEM TO YOUR PATRON. YOU CAN NOT STACK THE SAME EFFECTS.
d6 emotion effect
1 Anger You can add half your proficiency bonus rounded down to your next attack roll
2 Joy You gain an extra 15 feet of movement speed to use the next time you move
3 Sadness Chose a creature, it gets disadvantage on its next roll
4 Hope You heal hitpoints equal to your warlock level
5 Hatered Your next attack deals extra damage equal to your warlock level
6 Love Chose a creature and heal it hitpoints equal to your warlock level
Keen Eye
AT 1ST LEVEL, DUE TO YOUR PATRONS LOVE OF SEARCHING AND COLLECTING, YOU GAIN PROFICIENCY IN INVESTIGATION AND YOUR MINIMUM
INTELLIGENCE SCORE REGARDING INVESTIGATION CHECKS IS 10.
IN ADDITION, ONCE PER SHORT OR LONG REST, WHEN INITIATIVE IS ROLLED, YOU CAN CHOSE A CREATURE YOU CAN SEE THAT HAS A DIFFERENT
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Untouchable
STARTING AT 10TH LEVEL, YOU AUTOMATICALLY SUCCEED ON STEALTH CHECKS MADE IN ENVIRONMENTS WHERE BEGGARS MAY BE FOUND AND YOU
ALWAYS SURPRISE ENEMIES WHEN ENTERING COMBAT IN THESE ENVIRONMENTS. Forgo
Tiny Fey
Fury of the Forgotten
AT 14TH LEVEL YOU GAIN THE ABILITY TO RELEASE THE RAW EMOTIONS KEPT INSIDE YOUR FORGOTTEN TREASURES IN A SHOW OF POWER. AS AN ACTION Armor Class 1
YOU CAN CHOSE UP TO 8 OF YOUR FORGOTTEN TREASURES AND ANIMATE THE EMOTIONS INSIDE OF THEM CAUSING THEM TO BECOME FORGOTTEN Hit Points 5 +
SPIRITS. WHEN YOU ANIMATE A FORGOTTEN TREASURE IT IS USED. Speed Flying,
AS A BONUS ACTION, YOU CAN MENTALLY COMMAND ANY FORGOTTEN SPIRIT IF IT IS WITHIN 60 FEET OF YOU (IF YOU CONTROL MULTIPLE FORGOTTEN
SPIRITS, YOU CAN COMMAND ANY OR ALL OF THEM AT THE SAME TIME, ISSUING THE SAME COMMAND TO EACH ONE). YOU DECIDE WHAT ACTION THE
FORGOTTEN SPIRITS WILL TAKE AND WHERE IT WILL MOVE DURING ITS NEXT TURN, OR YOU CAN ISSUE A GENERAL COMMAND, SUCH AS TO GUARD A STR
PARTICULAR CHAMBER OR CORRIDOR. IF YOU ISSUE NO COMMANDS, THE FORGOTTEN SPIRIT WILL STAY AS CLOSE TO YOU AS IT CAN AND TAKE THE 4 (-3)
DODGE ACTION. ONCE GIVEN AN ORDER, THE FORGOTTEN SPIRIT CONTINUES TO FOLLOW IT UNTIL ITS TASK IS COMPLETE.
THE FORGOTTEN SPIRITS CAN EXIST FOR UP TO 1 MINUTE, IF THEY ARE STILL ALIVE AFTERWARDS THEY WILL TAKE THE RETURN ACTION. YOU CAN USE
Saving Throw
THIS ABILITY ONCE AND CAN USE IT AGAIN AFTER TAKING A LONG REST Damage Resis
Damage Imm
Condition Imm
Senses darkvi
Languages Th
Evasion. If the
instead takes
incapacitated
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Actions
Spirit power. T
Anger. Melee
Joy. Ranged w
Sadness. Mele
is halved ti
Hope. Chose
target Forg
Hatred. Melee
Love. Heal tar
Return. The
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Intuitive Fa
Invocations PREREQUISITE: THE
The Imprisoned IF YOU USE YOUR
ADVANTAGE/DISADV
Empowered Chains
PREREQUISITE: THE IMPRISONED, PACT OF THE BLADE Time-Bound
YOU CAN USE A CHAIN AS YOUR PACT WEAPON, IT NOW IS VERSATILE WITH 1D8/1D10, A REACH OF 10 FEET AND HAS THE FINESSE PROPERTY, THIS PREREQUISITE: THE
CHAIN CAN STAY IN EXISTENCE PERMANENTLY AND YOU CAN SWITCH WHICH CHAIN IS ACTING AS YOUR PACT WEAPON AT ANY TIME. WHILE THIS ANY CREATURE W
CHAIN IS OUT YOU CAN USE THE CHAINS OF THE IMPRISONED FEATURE AS A BONUS ACTION WITH THIS CHAIN AS LONG AS THE TARGET IS WITH 10 CONSUMES A USE O
FEET.
Near-futur
Chainbound Tome PREREQUISITE: THE
PREREQUISITE: THE IMPRISONED, PACT OF THE TOME YOU CAN NOT BE
YOUR BOOK OF SHADOWS IS PERMANENTLY CHAINED TO YOU (E.G. IT CAN NOT BE STOLEN OR DROPPED) AND YOU CAN SUMMON ONE EXTRA CHAIN PERCEPTION CHECK
AT A TIME FOR A TOTAL OF 5 AT LEVEL 15.
Liege of Tim
Chains Through Chains PREREQUISITE: THE
PREREQUISITE: THE IMPRISONED, PACT OF THE CHAIN YOUR TIME HOP
YOUR FAMILIAR CAN USE YOUR CHAINS OF THE IMPRISONED FEATURE AND AT 6TH LEVEL CAN ALSO USE YOUR ARMORING CHAINS FEATURE. IT CAN ADVANTAGE ON ALL
ALSO PULL/LIFT/CARRY ANY AMOUNT OF CHAINS. DEXTERITY AND STRE
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ALSO PULL/LIFT/CARRY ANY AMOUNT OF CHAINS. DEXTERITY AND STRE
IF THIS INVOCATIO
Bound Talisman FEATURE WOULD NO
PREREQUISITE: THE IMPRISONED, PACT OF THE TALISMAN E.G. IF YOU USE T
THE TALISMAN COUNTS AS A CHAIN FOR THE PURPOSES OF YOUR ARMORING CHAINS AND SEARING CHAINS FEATURE. HAVE ADVANTAGE O
ATTACK ROLL AGAINS
Agonizing Chains
PREREQUISITE: THE IMPRISONED Time Master
WHENEVER A CREATURE IS RESTRAINED BY YOUR CHAINS OF THE IMPRISONED FEATURE THEY TAKE FORCE DAMAGE EQUAL TO YOUR CHARISMA PREREQUISITE: THE
MODIFIER AT THE START OF THEIR TURN. WHEN YOU USE
Chronic Damage
PREREQUISITE: THE TIME LIEGE, PACT OF THE TOME
WHENEVER A CREATURE TAKES DAMAGE FROM AN ATTACK YOU GAVE ADVANTAGE TO, IT MUST MAKE A CONSTITUTION SAVE AGAINST YOUR SPELL DC
OR BECOME POISONED TILL THE END OF ITS NEXT TURN.
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SAME LEVEL OF COGNITIVE FUNCTION AS BEFORE IT DIED. THE WEARER ALS
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Lost in the Fog YOU CAN ATTACH
PREREQUISITE: THE BEAST OF THE UNKNOWN, PACT OF THE TALISMAN WELL AS YOUR EMO
THE WEARER OF YOUR TALISMAN CAN USES THEIR ACTION TO CREATE A DARK FOG THAT OBSCURES THEM FROM VIEW, ALL ATTACKS ROLLS AGAINST
THEM AND ALL ATTACKS THEY MAKE HAVE DISADVANTAGE. THE FOG LASTS FOR 1 MINUTE OR CAN BE DISMISSED AS AN ACTION, YOU CAN USES THE The Beggar
FEATURE A NUMBER OF TIMES EQUAL TO YOUR PROFICIENCY BONUS. PREREQUISITE: THE
YOU CAN MAGIC
Empowered Lantern GET MONEY, AND YO
PREREQUISITE: THE BEAST OF THE UNKNOWN
WHENEVER YOU EXPEND A LANTERN CHARGE WITH YOU EDELWOOD LANTERN TO BRIGHTEN THE LANTERN, ALL CREATURES WITHIN A 60 FOOT RADIUS Slippery Low
MUST MAKE A CONSTITUTION SAVING THROW AGAINST YOUR SPELL DC OR BECOME BLINDED UNTIL THE END OF THEIR NEXT TURN. PREREQUISITE: THE
IF YOU USE A LANTERN CHARGE TO DRAIN LIGHT FROM AN AREA ALL CREATURES THAT ARE IN A DECREASED LEVEL OF LIGHT BECAUSE OF THE FEATURE YOU CAN TAKE TH
MUST MAKE A CHARISMA SAVING THROW AGAINST YOUR SPELL DC OR BECOME FRIGHTENED OF YOU TILL THE END OF THEIR NEXT TURN.
Reinvigorat
Creature of the Woods PREREQUISITE: THE
PREREQUISITE: THE BEAST OF THE UNKNOWN, 5TH LEVEL ONCE PER LONG
YOU CAN CAST THE ENTANGLE SPELL AT WILL, WITHOUT EXPENDING A SPELL SLOT OR MATERIAL COMPONENTS. THE END OF YOUR LA
Horrible Hunter
PREREQUISITE: THE BEAST OF THE UNKNOWN, 15TH LEVEL
WHILE YOU ARE IN DIM LIGHT OR DARKNESS YOU EMIT AN AURA OF FEAR AND SADNESS, ANY CREATURE THAT MOVES WITHIN 5 FEET OF YOU MUST
MAKE A CHARISMA SAVING THROW AGAINST YOUR SPELL DC OR BECOME FRIGHTENED OF YOU TILL THEN END OF ITS NEXT TURN. ON A SUCCESS OR A
FAIL THE CREATURE IS IMMUNE TO THIS FEATURE FOR THE NEXT 24 HOURS. THIS INVOCATION IF AFFECTED BY THE EDELWOOD SPRIGS FEATURE
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