Warlock
About this class
Warlock from The Void
Included subclasses
Domains
Grace
Starting stats
Hope feature
Class features
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Warlock Patron
You have committed yourself to a patron (god, demon, fae, or other supernatural entity) in exchange for power. Write their name above. Then choose their spheres of influence, at GM discretion (Nature &
Mischief, Love & War, Knowledge & Shadow, etc.), record them below, and set their values to +2. Anytime you increase your tier, these spheres of influence gain a permanent +1 bonus. Before making an action roll that relates to one of your patron’s spheres of influence, you can spend a Favor to call on them and add its value to the roll. -
Favor
Start with 3 Favor. During a rest, spend one of your downtime moves to tithe to your patron. When you do, gain Favor equal to your Presence. If you choose to forgo this offering, the GM instead gains a Fear.
Class items
- a carving that symbolizes your patron
- a ring you can't remove
Character questions
Background prompts
- What desperate situation led you to pledge your life to your patron?
- Your patron has given you one task you must accomplish above all else. What is it, and why does it worry you?
- You and your patron are similar in a very specific way. What characteristic do you share, and how do you feel about it?
Connection prompts
- I confide in you about what my patron says and does. Why?
- You once saw me tithe to my patron and it’s changed how you interact with me. What did you see and how has it affected you?
- I once did something very foolish, and you have never let me live it down. What was it?
Subclass cards
Printable via header menu
The Lantern
Foundation
SPELLCAST TRAIT: Instinct
Illuminating Aura: Mark a Stress to activate your lantern, causing it to shed Bright Light up to Close range and dim light up to Far range. This light lasts 1 minute, until you let go of the lantern, or until you end the effect early. You can use this feature once per rest. You gain the following benefits:
Whenever you see a creature in your lantern’s Bright Light make a reaction roll you can spend a Hope to grant that creature a bonus to the roll equal to your Proficiency.
Whenever an enemy in your lantern’s Dim Light fails a reaction roll, it takes magic damage equal to your Spellcast trait.
Revealing Light: Make a Spellcast Roll (16) to cause your lantern to illuminate with a vibrant Maroon light, which sheds Bright Light within Very Close range and dim light up to Close range. Invisible creatures and objects are visible while they are in the lantern’s Bright Light. Spirits on the spirit plane can be seen as vague silhouettes. The Lantern sheds light in this way for 1 hour or until you end the effect. You can use this feature once per rest.
The Lantern
Specialization
Dangerous Tool: Your Illuminating Aura no longer ends if you let go of your lantern. While you aren’t holding the lantern, you can magically control it to fly to attack an adversary within Close range then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll, doing magic damage equal to your Spellcast trait.
The Lantern
Mastery
Brilliant Illumination: While your lantern’s Illuminating Aura is active, you can cause the light to flare with an overwhelmingly brilliant flash. Each creature other than you illuminated by either your lantern’s Bright Light or Dim Light (your choice) must make an Instinct Reaction Roll (15). On a failed roll,the creature takes 2d8 magic damage plus your level and gains the Blinded condition and at disadvantage to attacks. On a success, the creature only takes half damage and avoids being blinded.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Warlock
Warlock from The Void
Domains
Grace + Dread
Starting Evasion
11
Starting Hit Points
5
Class Items
- • a carving that symbolizes your patron
- • a ring you can't remove
Warlock’s Hope Feature
Patron’s Boon : Spend 3 Hope to call out to your patron for help, gaining 1d4 Favor.
Class Features
Warlock Patron
You have committed yourself to a patron (god, demon, fae, or other supernatural entity) in exchange for power. Write their name above. Then choose their spheres of influence, at GM discretion (Nature & Mischief, Love & War, Knowledge & Shadow, etc.), record them below, and set their values to +2. Anytime you increase your tier, these spheres of influence gain a permanent +1 bonus. Before making an action roll that relates to one of your patron’s spheres of influence, you can spend a Favor to call on them and add its value to the roll.
Favor
Start with 3 Favor. During a rest, spend one of your downtime moves to tithe to your patron. When you do, gain Favor equal to your Presence. If you choose to forgo this offering, the GM instead gains a Fear.
Warlock Subclasses
Choose either the The Lantern subclass.
The Lantern
Play The Lantern if you wish to gain your magic from a close and personal connection to a spirit.
Spellcast Trait
Instinct
Foundation Features
Illuminating Aura: Mark a Stress to activate your lantern, causing it to shed Bright Light up to Close range and dim light up to Far range. This light lasts 1 minute, until you let go of the lantern, or until you end the effect early. You can use this feature once per rest. You gain the following benefits:
Whenever you see a creature in your lantern’s Bright Light make a reaction roll you can spend a Hope to grant that creature a bonus to the roll equal to your Proficiency.
Whenever an enemy in your lantern’s Dim Light fails a reaction roll, it takes magic damage equal to your Spellcast trait.
Revealing Light: Make a Spellcast Roll (16) to cause your lantern to illuminate with a vibrant Maroon light, which sheds Bright Light within Very Close range and dim light up to Close range. Invisible creatures and objects are visible while they are in the lantern’s Bright Light. Spirits on the spirit plane can be seen as vague silhouettes. The Lantern sheds light in this way for 1 hour or until you end the effect. You can use this feature once per rest.
Specialization Feature
Dangerous Tool: Your Illuminating Aura no longer ends if you let go of your lantern. While you aren’t holding the lantern, you can magically control it to fly to attack an adversary within Close range then return to you. You can mark a Stress to target an additional adversary within range with the same attack roll, doing magic damage equal to your Spellcast trait.
Mastery Feature
Brilliant Illumination: While your lantern’s Illuminating Aura is active, you can cause the light to flare with an overwhelmingly brilliant flash. Each creature other than you illuminated by either your lantern’s Bright Light or Dim Light (your choice) must make an Instinct Reaction Roll (15). On a failed roll,the creature takes 2d8 magic damage plus your level and gains the Blinded condition and at disadvantage to attacks. On a success, the creature only takes half damage and avoids being blinded.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
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Background Questions
Answer any of the following, or create your own.
- • What desperate situation led you to pledge your life to your patron?
- • Your patron has given you one task you must accomplish above all else. What is it, and why does it worry you?
- • You and your patron are similar in a very specific way. What characteristic do you share, and how do you feel about it?
Connections
Ask one of the following, or improvise.
- • I confide in you about what my patron says and does. Why?
- • You once saw me tithe to my patron and it’s changed how you interact with me. What did you see and how has it affected you?
- • I once did something very foolish, and you have never let me live it down. What was it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.