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Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON modifier

Proficiences

Armor: light armor
Weapons: simple weapons
Tools:
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.

Overview & Creation

Warlocks in the Sundered Ring are of a precarious nature; on the one hand, there is a certain comfort in being able to trace the source of one's magical power back to a singular, known entity. On the other hand, if that entity exists outside the power structure of the Dragons, that could be seen as a direct threat to the Church's authority.

Questions to Ask About Your Warlock Character

  • Is their patron allied with, or hostile towards, the Dragons? There are any number of powerful beings in the Sundered Ring cosmology, and many of them are at odds with the Dragons and their followers. Conversely, the Dragons themselves have been known to grant favor on mortals seemingly at random, regardless of where that person stands within the Church.
  • Is your character a willing servant of their patron? It is not unheard of for Otherworldly Patrons to foist their power upon unwitting mortals, demanding repayment for the "gifts" they have been given without paying heed to their new servant's wishes. Fey, especially, are infamous for tricking those in need into giving away much more than they intended in exchange for much more power and responsibility than they are prepared to handle.


Class Features

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. In addition to the pact boons available in the official handbook, the following option is available to warlocks in the Sundered Ring setting.

Pact of the Seal

Your patron marks you as their own with a brand of their unique symbol. The mark is typically in a conspicuous place, such as your forehead or the back of your hand. In addition to being immediately recognizable to anyone familiar with your patron, this mark can be used as a spellcasting focus, and does not require an empty hand to use (you must still have an empty hand to make use of somatic components).


Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.


Subclass Options

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. In addition to the options presented in the official handbook, the options below are available to player characters in the Sundered Ring setting.

The Oracle

Your patron is a powerful being of knowledge and prescience, whether it be the Burdened Scholar himself or a cosmic being in his service. This being has granted you the power to peer into the past, present, and future, and though the answers are not always clear, they are ufailingly helpful in moments of need.

Expanded Spell List

The Oracle lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Oracle Expanded Spell List
Spell Level Spells
1st Detect evil and good, identify
2nd augury, detect thoughts
3rd clairvoyance, speak with dead
4th divination, locate creature
5th commune, legend lore

Fateful Proclamation

At 1st level, you can cast the bane or bless spells a number of times equal to your Charisma modifier, and you regain these uses when you finish a long or short rest.

You also learn the guidance cantrip, which counts as a warlock cantrip for you, and does not count towards the number of cantrips you can learn.

Judge of Fate

At 6th level, you can cast bestow curse and remove curse once each, and regain the ability to do so at the end of a short or long rest.

Words of Warning

At 10th level, you have advantage on initiative checks, and cannot be surprised.

Also at 10th level, you can use your flashes of insight to aid others. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d20, and choose which result is used. You can do this a number of times equal to your Charisma modifier, and regain these uses at the end of a long rest.

Tipping the Scales

At 14th level, you can <placeholder>. For one minute, the target gains resistance or vulnerability (your choice) to all damage types that they aren't immune to.


Created by

troy.kaleb.

Statblock Type

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