Warlock

Warlocks are defined by pacts with otherworldly beings. Most warlocks begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking out places of power where the influence of these beings can be felt. They typically learn their initial spells and boons through bargains with lesser entities or contacting distant planes. Soon enough, though, they are drawn into a binding pact with a more powerful patron.

In contrast to clerics, who are devout servants of the gods they serve, warlocks view their patrons as resources, as means to the end of achieving magical power. Some warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given them.

Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study. No one makes a pact with extraplanar patrons without intending to use the power thus gained. Rather, most warlocks spend their days in active pursuit of greater power and deeper knowledge, which typically means some kind of adventure.

## Warlock Gameplay

### Starting Stats

***Armour.*** Light armour, medium armour, shields

***Saving Throws.*** Wisdom, Charisma

***Skills.*** Choose three from Arcana, Deception, History, Intimidation, Investigation, Nature, Persuasion, and Religion

***Weapons.*** Simple weapons

### 1st Level: Warlock Patron

Beginning at 1st level, you have struck a bargain with an otherworldly being of your choice: the Ancestor, detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 5th and 9th level.

### 1st Level: Spellcasting

Also at 1st level, your patron has taught you the ways of arcane magic.

***Spellcasting Ability.*** Your spellcasting ability is Charisma, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

* **Spell Save DC** = 10 + your proficiency bonus + your Charisma modifier
* **Spell Attack Modifier** = your proficiency bonus + your Charisma modifier

***Preparations.*** At the end of a long rest, you prepare the list of spells available to you by consulting the Arcane spell list.

***Cantrips.*** You can prepare a number of cantrips equal to half your Warlock level, rounded up (minimum 1 cantrip). Cantrips are the simplest and weakest spells one can cast, and thus you can cast them freely without risk of exhaustion - in exchange for your cantrips never growing in power.

***Levelled Spells.*** You can prepare a number of levelled spells equal to your Warlock level. The Max. Spell Level column of the Warlock table above shows you the highest level of spell you can prepare at your current Warlock level. For example, as a 5th-level Warlock, you can prepare five spells of 1st, 2nd, or 3rd level, in any combination.

***Exhaustion.*** When you cast a levelled spell on your turn, you gain a number of exhaustion points equal to the level of the spell. At the start of your next turn, you lose half of the exhaustion points you gained in this way, rounded up (minimum 1 point). For example, you gain 5 exhaustion points upon casting a 5th-level spell; at the start of your next turn, you lose 3 of those exhaustion points, leaving you with 2.

### 2nd Level: Warlock's Purpose

When you reach 2nd level, your patron marks you with special purpose, amending your contract to bind you to your station. Choose one of the following purposes:

***Expert.*** Your patron gifts you proficiency in two skills of your choice.

***Mage.*** Your patron gifts you two cantrips of your choice from any spell list (they needn't both be from the same list). These cantrips are always prepared, and don't count against the number of cantrips you can prepare as a Warlock.

***Warrior.*** Your patron gifts you proficiency with martial weapons, and bestows one martial weapon of your choice upon you.

### 3rd Level: Occult Conduit

You can now prepare your Warlock spells at the end of a short or long rest, rather than only a long rest.

### 4th Level: Feat

You gain one feat of your choice for which you qualify. Whenever you gain a level hereafter, you can replace this feat with another for which you qualify, including feats with prerequisites you couldn't meet at this level.

You gain a second feat at 8th level, and can replace it later in the same way.

### 6th Level: Awakened Purpose

The reward for your loyalty to your patron strengthens, granting you the following benefits depending on your chosen purpose:

***Expert.*** You gain expertise in two skills of your choice in which you have proficiency.

***Mage.*** When you cast a spell as a Warlock, that casting now only imposes a number of exhaustion points equal to half the level of the spell, rounded down (thus 0 points for a 1st-level spell).

***Warrior.*** When you attack with a weapon, it deals one additional die of damage.

### 7th Level: Eldritch Contact

When you finish a long rest, you can ask your patron a single question regarding a specific goal, event, or activity set to occur before the end of your next long rest. Your patron answers truthfully, but is under no obligation to do so directly. Thus, they might drawl an omen or hide the answer behind a cryptic rhyme.

### 10th Level: Exalted Purpose

You have reached and surpassed your patron's expectations for you. To reward you for your service, they have further enhanced your gifts, granting you the following benefits depending on your purpose:

***Expert.*** When you attempt a skill check in which you have proficiency, the result can never be lower than a success. You can still roll to determine whether you critically succeed.

***Mage.*** When you prepare your Warlock spells at the end of a long rest, you can prepare each them from any spell list; they needn't all be from the same list.

***Warrior.*** When you attack with a weapon, it now scores a critical hit when its damage die rolls its second-highest number, as well as its highest number; for example, a greatsword (3d6) now scores a critical hit on a 5 or 6 on the d6.