Warlock

Some individuals aspire to master magical powers but do not wish to devote themselves to a deity or commit to many years of study. And so a shortcut exists: a deal with powers beyond the ken of mortals. Warlocks therefore form pacts with mysterious entities that possess dark and alien desires. These entities can grant powerful magic, but warlocks would be wise to remember that there’s no such thing as a free lunch, and that power comes at a steep cost.

d8 hit die, 3 + Intellect skill points per level

Class skills: Monsters, Insight, Nature, Religion, Sense, Spot, Occult, Device, Intimidate, Deception, Diplomacy

Good resistances: Vitality, Stature, Acumen, Resolve, Ego

Proficiencies: Light Armor, shields, and Simple Weapons.

**Spellcasting:**

Warlocks cast spontaneously from their spells known like a sorcerer. A warlock always requires one hand free to cast a spell. The DC for a warlock’s spells is 16 + MB used to cast + Ego modifier. A warlock gains additional spells per day with a high Vitality score. The warlock knows a number of spells as shown by the following table:

**Patron:**

At 1st level a warlock chooses a patron being from which they draw power. The patron may be an Outer Lord, a deity, or a High Sidhe. The school of magic they are able to draw from depends on their patron; those with Outer Lords as patrons cast eldritch spells, deities grant divine spells, and High Sidhe grant halcyon spells. The only deities which may be chosen as patrons are those with a listed pact.

**Pact:**

The warlock signs a pact with their patron, and incurs a debt in exchange for magical powers. Pacts may be found in the ***Game Master’s Guide***. The precise nature of these debts is outlined in each pact under the entity’s entry, but it is usually the warlock’s soul.

**Dark Blast:**

The warlock is given the ability to conjure and attack with energy in the form of dark blasts. They select one damage type: fire, cold, corrosive, electric, sonic, or poison; their blasts inflict damage of this type. A Dark Blast is a ranged touch attack with a range increment of 30ft. They inflict damage equal to 1d8 for every two levels the warlock has, rounded down, with a minimum of 1d8. Using this ability is an attack action, but may not be modified by feats which allow for additional attacks (such as Two Weapon Fighting or Rapid Shot).

**First Boon:**

Besides spellcasting, warlocks are granted additional power by their patrons, starting at 2nd level and every 5 levels thereafter. The exact power granted, and the cost, is determined by their patron. Violating any of the pact’s impositions causes the warlock to lose all granted powers for 1 hour per level.

Outer Lord: The warlock gains *Spider Climb* as an at-will spell-like ability. However, the warlock is *altered* for one round after being exposed to bright light or daylight.

Deity: The warlock gains the Oath trait for their deity. However, they must perform the deific obedience of their patron deity daily.

High Sidhe: The warlock may speak with animals, and receives a bonus equal to half their level to make Diplomacy checks on animals. However, the warlock may not willingly eat bread.

**Patron’s Knowledge:**

At 3rd level, the warlock gains a bonus equal to 1 + ⅓ their level to a skill determined by their patron. Once per long rest, they may take 2 points of Ego drain to add their level to this check.

Outer Lord: Occult, Deity: Religion, High Sidhe: Nature

**Blood Magic:**

At 5th level, thanks to their eldritch dealings, the warlock is able to trade their own blood for power. They may elect to take damage to their HP or Health in order to cast any spell they know without using a slot. The amount of self-inflicted damage must be equal to twice the level of the selected spell. This damage may not be healed by any means except by a short or long rest.

**Second Boon:**

Outer Lord: The warlock gains a familiar, as a wizard of their level -5. However, the warlock is always *staggered* for 1d4 rounds immediately after waking up.

Deity: The warlock may imbue their touch with 1d8 + MB points of positive energy. This may be used to heal themselves or others. The warlock may use this ability a number of times equal to half their level + E mod, and the uses are replenished after a short rest. Using this ability on others is always a standard action, but the warlock may use it on themselves as a free action once per round. However, the warlock must get the holy symbol of their deity tattooed on their body. This tattoo must be in a visible place, and also gives a -4 penalty to Diplomacy, except when dealing with creatures who worship the same deity.

High Sidhe: The warlock is immune to illusions, and gains advantage to resist charming and compulsion effects. However, the warlock may not enter a dwelling unless invited, and must obey guest rite.

**Blood-Fueled:**

At 10th level, as a standard action, a warlock may use a dark blast to deliver a spell they cast with a range of touch or ranged touch. This delivers the full damage of the blast and the effects of the spell. The target may resist against the spell as normal, and takes the damage of the dark blast as normal.

**Third Boon:**

Outer Lord: The warlock gains elemental immunity to the same elemental damage type that they selected for their Dark Blast. However, the warlock must sleep eight hours a night, or they become *fatigued*.

Deity: The warlock gains a bonus to resistances against mind-affecting spells equal to their Ego mod. However, the warlock must tattoo a hymn of praise to their deity on their body. The tattoo must be at least partially visible. Furthermore, the warlock is unable to conceal their alignment.

High Sidhe: The warlock gains DR 10/cold iron. However, the warlock may not wield or wear any objects made of iron or steel, including armor and weapons.

**Blood Debt:**

Once per short rest, when the warlock damages a creature with their dark blast, they may heal an amount of damage equal to the amount of damage done by the blast.

**Fourth Boon:**

Outer Lord: The warlock gains DR 5/-. However, the warlock gains the disadvantage Extreme Hatred: Humanoids.

Deity: The warlock gains immunity to toxins and disease. However, the warlock must cut off the little finger on each of their hands. This gives a -4 penalty to Sleight of Hand, Tinker, and Craft checks.

High Sidhe: The warlock is immune to *fascinated*, *stunned*, *paralyzed*, or *staggered*. However, the warlock must always speak the truth. That is, they may never speak falsehoods intentionally; the warlock may leave out details or say nothing, but are unable to lie directly.

**Blood Fate:**

Once per long rest, the warlock may consign a soul to their patron. They must make a touch attack against the target as a standard action. On a success, the target must make a Resolve resistance with a DC of 16 + ½ level + E mod. On a success, the target takes 1d6 points of damage/2 levels. On a failed resistance, they take 1d12 dmg/lvl. If this amount of damage kills the target, their soul is consigned to the warlock’s patron. Targets whose souls are already pledged to another deity or entity may make an ER with the same DC. On a success, their soul goes to where it was originally pledged. If the warlock successfully consigns a soul to their patron, they heal 5 HP and 1 point of ability drain for every HD that the target possesses. This healing can heal damage caused by Blood Magic.