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.

 **Ordinary**
+Mortal Card
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.
 **Master**
+Exalted Card
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.

 **Ordinary**
+Mortal Card
 **Master**
+Exalted Card

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.

 **Ordinary**
+Mortal Card

 **Master**
+Hero Card
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.

 **Ordinary**
+Mortal Card
 **Master**
+Exalted Card

 **Ordinary**
+Mortal Card
**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.
 **Master**
+Exalted Card
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.

 **Ordinary**
+Mortal Card
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.
 **Master**
+Exalted Card
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.