Warlock

Warlocks are individuals who have in one way or another discovered and subsequently began to use the power of other entities of other planes of existence, nominally the Realm of Souls and the Outer Realms. Usually they forge relations and contracts with those beings, who grant them power and knowledge in exchange of favours, of worship or as a simple gift. Relation with such entities can range from romantic, familial, master-and-apprentice or even antagonistic or begrudgent.
== Otherworldly Patrons ==
You have struck a bargain with an otherworldly being of your choice: an Archfey, a Fiend, a Great Old One, a Celestial, an Undying, a Deep One, the Oracle, the Vault, the World Eater, the Ooze, the Dark Mother or a Revered Dragon.
Your choice allows you access to an exclusive Ability Tree based on the chosen Patron, granting you access to an exclusive feature, and you may not possess perks from more than one Patron, unless explicitly allowed by the DM. Each attainment of the Patron Ability Tree only contains one feature but otherwise follows the same rules as any other ability tree.
Additionally, whenever you take a feature from your Patron Ability Tree, you can add a Card bearing at least 1 Fate symbol, to your Gambit. At Mortal you add a Mortal Card, at Exalted you add an Exalted Card, at Demi-God you add a Demi-God Card, and at Empyreon you add an Empyreon Card.
The Fey 	The Fey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.	Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.
Ordinary
+Mortal Card 	Fey Charm 
Your patron bestows upon you the ability to enchant creatures with the allure of the Fey. As an action, target a creature that can see and hear you, the creature must succeed on a Wisdom contest or be charmed by you for 1 minute, or until the creature takes any damage.
If the target is hostile towards you, it has advantage on the contest, and a charmed creature can only be charmed again after 24 hours have passed. When the charm ends, the creature realizes it has been charmed.
Master
+Exalted Card 	Mystical Jump 
You can vanish in a puff of mist in response to harm. Whenever you take damage, you can use a reaction to turn invisible and teleport up to 20-meters to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
The Fiend 	The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are usually perceived as evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords, archdevils, pit fiends and balors that are especially mighty.	You have made a pact with a fiend from the lower planes of existence, a being whose aims are usually perceived as evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords, archdevils, pit fiends and balors that are especially mighty.
Ordinary
+Mortal Card 	Dark Sacrifice 
When you reduce a hostile creature to 0 Condition, you gain temporary Condition points equal to your Glamour.
Master
+Exalted Card 	Fiendish Resilience
You gain a +1 bonus in the Deception and Persuasion skills. Additionally, you also gain resistance to fire damage. Damage from magical weapons or silver weapons ignores this resistance.
The Celestial	The Celestial
Your patron is a powerful spirit of the Realm of Souls. You have bound yourself to a sentient angel, a companion or vassal spirit, one of the Zodiac or other entity that resides in the planes of the Realm. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the various planes.
Being connected to such power can cause changes to your behaviour and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.	Your patron is a powerful spirit of the Realm of Souls. You have bound yourself to a sentient angel, a companion or vassal spirit, one of the Zodiac or other entity that resides in the planes of the Realm. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the various planes.
Being connected to such power can cause changes to your behaviour and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.
Ordinary
+Mortal Card	Holy Light
You gain the ability to channel celestial energy to heal wounds. As an action, expend any number of Fate and target one creature you can see within 20-meters of you, the creature regains your Glamour + 1C Condition for every Fate expended in this way.
Master
+Hero Card	Blessed Rest 
Whenever you finish a short or long rest, you and up to five creatures of your choosing that you can see at the end of the rest gain 1C temporary Condition.
The Great Old One 	The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Outer Realms, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.	Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Outer Realms, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Ordinary
+Mortal Card 	Awakened Mind
Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 10-meters 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.
Master
+Exalted Card 	
Revered Dragon 	Revered Dragon 	Revered Dragon 	Revered Dragon
Your patron is a mighty dragon who survived the Great Punitive War, either by retreating to unexplored jungles and mountains or by fleeing with their king to a pocket of The Realm of Souls. The dragon consciously bestows its gifts upon you and expect your undying loyalty in return. Scattered Dragons wildly vary in ambitions, but those who escaped to The Realm of Souls mostly wish to return to the Mundane World.	Your patron is a mighty dragon who survived the Great Punitive War, either by retreating to unexplored jungles and mountains or by fleeing with their king to a pocket of The Realm of Souls. The dragon consciously bestows its gifts upon you and expect your undying loyalty in return. Scattered Dragons wildly vary in ambitions, but those who escaped to The Realm of Souls mostly wish to return to the Mundane World.	Your patron is a mighty dragon who survived the Great Punitive War, either by retreating to unexplored jungles and mountains or by fleeing with their king to a pocket of The Realm of Souls. The dragon consciously bestows its gifts upon you and expect your undying loyalty in return. Scattered Dragons wildly vary in ambitions, but those who escaped to The Realm of Souls mostly wish to return to the Mundane World.	Your patron is a mighty dragon who survived the Great Punitive War, either by retreating to unexplored jungles and mountains or by fleeing with their king to a pocket of The Realm of Souls. The dragon consciously bestows its gifts upon you and expect your undying loyalty in return. Scattered Dragons wildly vary in ambitions, but those who escaped to The Realm of Souls mostly wish to return to the Mundane World.
Ordinary
+Mortal Card 	Breath Weapon 
You gain a breath weapon, as an action expend any amount of Fate, deal 1C of damage for every Fate expended in this way. Additionally, you gain resistance to the damage type of your Dragon patron. Choose a dragon patron: 	Breath Weapon 
You gain a breath weapon, as an action expend any amount of Fate, deal 1C of damage for every Fate expended in this way. Additionally, you gain resistance to the damage type of your Dragon patron. Choose a dragon patron: 	Breath Weapon 
You gain a breath weapon, as an action expend any amount of Fate, deal 1C of damage for every Fate expended in this way. Additionally, you gain resistance to the damage type of your Dragon patron. Choose a dragon patron:
Ordinary
+Mortal Card 	Dragon 	Damage Type 	Breath Weapon
Ordinary
+Mortal Card 	Black 	Acid 	2 by 10 m. line (Dex. Save)
Ordinary
+Mortal Card 	Blue 	Lighting 	2 by 10 m. line (Dex. Save)
Ordinary
+Mortal Card 	Bronze 	Lightning 	2 by 10 m. line (Dex. Save)
Ordinary
+Mortal Card 	Gold 	Fire 	6 m. cone (Dex. Save)
Ordinary
+Mortal Card 	Green 	Poison 	6 m. cone (Con. Save)
Ordinary
+Mortal Card 	Red 	Fire 	6 m. cone (Dex. Save)
Ordinary
+Mortal Card 	Silver 	Cold 	6 m. cone (Con. Save)
 	Draconic Resilience
You grow a layer of dragon scales, their color being that of their dragon’s type, even if they already possessed scales.
While not wearing armor, your Guard equals your Agility + Glamour, and you gain immunity to your master’s damage type. 	Draconic Resilience
You grow a layer of dragon scales, their color being that of their dragon’s type, even if they already possessed scales.
While not wearing armor, your Guard equals your Agility + Glamour, and you gain immunity to your master’s damage type. 	Draconic Resilience
You grow a layer of dragon scales, their color being that of their dragon’s type, even if they already possessed scales.
While not wearing armor, your Guard equals your Agility + Glamour, and you gain immunity to your master’s damage type.
The Undead 	The Undead
You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.	You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Ordinary
+Mortal Card 	Form of Dread 
Ability Cost. 3 Fate
You manifest an aspect of your patron’s dreadful power. As an action, you transform for 1 minute. You gain the following benefits while transformed:
·         You gain 1C temporary Condition.
·         Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom save, and if the save fails, the target is frightened of you until the end of your next turn.
·         You are immune to the frightened condition.
The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.
Master
+Exalted Card 	Grave Touched
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once during each of your turns, when you hit a creature with an attack, you can replace the damage type with necrotic damage.
While you are using your Form of Dread, whenever you deal necrotic damage to a target, you deal an extra 1C damage.
The Genie	The Genie
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
There 4 kinds of Genie, representing the 4 main elements from the elemental plain. Dao (Earth), Djinni (Air), Efreeti (Fire) and Marid (Water).	You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
There 4 kinds of Genie, representing the 4 main elements from the elemental plain. Dao (Earth), Djinni (Air), Efreeti (Fire) and Marid (Water).
Ordinary
+Mortal Card	Genie's Vessel
Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your spells. You decide what the object is, but most commonly the vessel resembles an oil lamp, urn, ring with compartment, etc.
While you are touching the vessel, you can use an action to magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 8-m-radius cylinder, 8m high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to Kavana. You exit the vessel early if you use another action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space.
The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.
If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Master
+Exalted Card	Elemental Gift
You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
In addition, you can use an action to give yourself a flying speed of 12-meters that lasts for 10 minutes, during which you can hover.
Category:Ability Trees