Warlock
Foundations | |||
Required Abilities |
Wis |
Secondary Ability |
Psy |
Axiom |
Servant |
Affinity |
Primal |
Spell Save |
Wis |
Spell Attack |
San |
Attack Rolls |
-1 |
Saving Throws |
Con, Wis, San |
Hit Dice |
D10 |
Hp @ Lvl 1 |
Your Con Modifier + 1d10 or 6. |
HP @ Higher Lvls |
Your Con Modifier + 1d10 / Level after 1st |
Archetype |
Swordmage, Elementalist |
Introduction
When Magic first entered the world in the later period of the God’s War, the first people to begin to harness it and use it were individual warriors who found that they could somehow shape this new energy that filled them, and bend it, and fashion it, and through it become capable of greater prowess in battle. They learned to master the elements, to empower themselves, to become destructive forces of nature that were akin to a small group of soldiers all by themselves – but they also found that in doing so they would lock themselves into a need for battle, a desire for war, a constant need for struggle and challenge, for it was only through such tests could they push themselves to grow and improve.
They are sometimes called the original Mages, but also called Swordmages, or War Mages, but the term that most know them by is an old one that bubbled up from the ancients through time, and so it is that they are called Warlocks. To many, they are the opposite of a witch, for while they use the elements and empower themselves, their magic is not one of balance or creation, it is one of chaos and destruction, and those who turn to the ancient arts of the Warlocks know that they are bound to an end not in peace, but in battle; this is the price for coming to dominate, shape, control, and manipulate the ways of war..
Role
Proficiencies | |
Skills (Pick 2) |
Athletics, Acrobatics, Dance, History, Mekaniks, Discipline, Insight, Detect, Eavesdrop, Metaphysics |
Spell Proficiency |
Simple, Rudimentary, Intermediate |
Armor Training |
Standard, Light, Medium, Shield |
Weapon Training |
Simple, Common, Adept, Specialist |
Warlocks are warrior mages, concerned with the fusion of their magic and their warcraft. They are exceptionally potent warriors, whose skill on a battlefield can turn a tide, and they are most often challenged only by those on the opposing side who use magic as well.
Warlocks are taught in groups, primarily as officer and support personnel for military actions, and can come from anywhere – they often have a secondary skill in piloting if they choose to enter the navy or the sky ship forces, and will sacrifice a skill choice to enable that.
A Warlock generally spends much of their professional life in battle of one sort or another, should they choose to remain in the military – the crusades are known for the powerful and brutal battles that are fought there, and Warlocks are always in the thick of it.
Apprenticeship
Starting Gear | |
Gear |
Small Backpack, Tinderbox, Large Sack, 30’ Rope, Waterskin |
Tools or Kit |
Pick any 1 |
Focus |
Weapon |
Armor |
Any Standard |
Weaponry |
Any 1 Ranged and 1 Melee from allowe. |
Wealth Bonus |
25 |
Apprenticeship for Warlocks is very regimented, since the only way to train for it is to join the military. They are trained under a Sargeant Major who is also a Warlock, and usually in groups of 7 to 14, with a washout rate of nearly 50%.
Training is in a weapon of their choice, usually under a Soldier who has mastered that particular weapon, and their time is split equally between their martial practice and heir magical theory study – but Warlocks do not get taught how to use their magic. That must come to them naturally – and it is that natural sense that makes them eligible for it.
The major test for most is one season in the Crusades. Surviving that will teach much of the practical skills, and while most will remain for the following two seasons, some take what they have learned and strike off on their own, eventually joining the guild.
Features
Spell Casting
Tenets
Affinity |
Primal |
Cipher | |
Glyphs |
Axiom |
Manifestation |
Shine |
Mana |
Cie |
Spell |
Hex |
Source |
The World |
Ability Score |
San |
Spell Book |
Occultaire |
The Weapons of a War Mage are the focal they use, as their magic is bent towards the task of improving themselves and empowering their combat.
At 5th Level, you gain 1 Simple Mystery.
At 13th Level, you gain 1 Rudimentary Mystery, or 1 Simple Mystery.
At 17th Level, you gain 1 Intermediate Mystery, or 1 Rudimentary Mystery, or 2 Simple Tenets.
Mana Stored & Spells Per Level
Complexity -> |
Mana Stored |
Simple |
Rudimentary |
Intermediate | ||||
---|---|---|---|---|---|---|---|---|
Mastery |
Level |
Cantrip |
1st Level |
2nd Level |
3rd Level |
4th Level |
5th Level | |
Novice |
1 |
7 |
3 | |||||
2 |
15 |
4 |
1 | |||||
3 |
22 |
4 |
1 | |||||
4 |
27 |
4 |
2 |
1 | ||||
Adept |
5 |
33 |
5 |
2 |
1 | |||
6 |
45 |
5 |
3 |
2 |
1 | |||
7 |
52 |
5 |
3 |
2 |
1 | |||
8 |
60 |
6 |
4 |
3 |
2 |
1 | ||
Maven |
9 |
68 |
6 |
4 |
3 |
2 |
1 | |
10 |
75 |
6 |
5 |
4 |
3 |
2 |
1 | |
11 |
82 |
7 |
5 |
4 |
3 |
2 |
1 | |
12 |
90 |
7 |
6 |
5 |
4 |
3 |
2 | |
Master |
13 |
97 |
7 |
6 |
5 |
4 |
3 |
2 |
14 |
105 |
8 |
7 |
6 |
5 |
4 |
3 | |
15 |
113 |
8 |
7 |
6 |
5 |
4 |
3 | |
16 |
120 |
8 |
8 |
7 |
6 |
5 |
4 | |
Maestro |
17 |
127 |
9 |
8 |
7 |
6 |
5 |
4 |
18 |
135 |
9 |
9 |
8 |
7 |
6 |
5 | |
19 |
142 |
10 |
9 |
8 |
7 |
6 |
5 | |
20 |
150 |
10 |
10 |
9 |
8 |
7 |
6 |
War Mage
At 5th Level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you are reduced to 0 hit points but don’t die outright, you can choose to have all your mana exit your weapon and drop to 1 hit point instead.
At 9th Level, you gain the ability to cast a leveled, elemental spell as a bonus action through your weapon, provided you make a successful hit with it.
At 13th Level, you can empower a spell of 5th level or lower for half the mana cost if the spell is an elemental based spell.
Focal Weapons
You can take Specialization in a single weapon, and through the attunement you have to it, you can empower it with Mana. You must be proficient with it and it must lack the heavy and special properties.
To empower your weapon requires that you attune to it (at a cost of 1 mana point), each morning. You must be specialized in this weapon, and it only works for weapons you wield. When you empower the weapon, you can cause 1 additional hit point of damage with it for every 2 points of Mana you empower it with. This applies to every successful blow, and to both living and non-living things. The weapon is treated as a magical weapon, as well.
You can add 1 additional weapon to your arsenal at 5th, 9th, 13th, and 17th level.
You can do this once per long rest, and you can use as much mana as you are capable of putting into it (determined by your level.
Willed Armor
You gain the ability to augment your weapons further with your magic. As a bonus action, you can expend up to 5 mana points to grant a set of Armor you touch a bonus to Armor Class when you wear with it. The bonus equals the number of mana points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic armor that already has a bonus. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Elemental Prowess
Your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen Effect:
- When you damage a creature with your weapon, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.
- Once per turn when you damage a creature with your weapon, you can reduce that creature’s speed by 10 feet until the start of your next turn.
- While using your weapon, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.
- When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.
- When you successfully hit, the next time you hit that creature the attack deals additional damage equal to your proficiency modifier.
- When you take necrotic damage, you can use your reaction to halve that damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Elemental Fighting
You can invoke a state that graces you with supernatural speed, agility, and focus.
You can use a bonus action to start this, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the effect at any time (no action required).
While this is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Elementalist
At 1st Level, you Choose a single Element to specialize in the use of. It can be any of the following Elements:
Air |
Fire/Heat |
Frost/Cold |
Lightning |
Sand |
Smoke |
Stone |
Sun |
Thunder |
Water |
Poison |
Acid |
Spell damage caused by you, regardless of the spell, will always take the form of your chosen Element.
At 13th Level, you can add a second Element to your specializations. You must choose which element to cause damage with.
At 17th Level, you can add a third element to your specialization. You must choose which element to cause damage with.
Empowered Self
At 5th Level, through zealous dedication to learning new ways to use both magic and weapons, you are able to sacrifice an Esoteric Slot for either a Form or a Tenet. You must use it with a weapon you are specialized in.
At 9th Level, once per turn when you hit a creature with your weapon, you can deal an extra 1d6 Elemental damage to the creature, and you can expend one of your Hit Point Dice to roll it and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point).
At 13th Level, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned. In addition, forgoing food and drink doesn’t give you levels of Exhaustion.
At 17th Level, you can increase any two of the following ability scores by two points, to a maximum of 25: Strength, Dexterity, Constitution, Charisma, Psyche, or Thauma.
Aspects
Forms
At 1st Level, you gain 1 First Form, or 1 Esoterica.
At 9th Level, you gain 1 Third Form, or 1 Second Form, or 1 First Form.
Precepts
At 3rd Level, you can choose one aspect from the Postulant list.
At 7th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 11th Level you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 15th Level you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 19th Level you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Maxims
At 4th Level, you can choose one Dedicated Maxim.
At 8th Level you can choose one Persistent Maxim or one Dedicated Maxim.
At 12th Level you can choose one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 16th Level you can choose one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
At 20th Level you can choose one Absolutist Maxim or one Unyielding Maxim or one Zealous Maxim or one Persistent Maxim or one Dedicated Maxim.
Esoterica
At 2nd Level, you can choose one aspect from the Postulant list.
At 6th Level, you can choose one aspect from the Initiate list, or one aspect from the Postulant list.
At 10th Level, you can choose one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 14th Level, you can choose one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
At 18th Level, you can choose one aspect from the Alumni list, or one aspect from the Hieros list, or one aspect from the Member list, or one aspect from the Initiate list, or one aspect from the Postulant list.
Proficiencies
At 2nd Level, you gain 2 proficiency slots.
At 6th Level, you gain 2 proficiency slots.
At 10th Level, you gain 3 proficiency slots.
At 14th Level, you gain 2 proficiency slots.
At 18th Level, you gain 2 proficiency slots.
Ability Score Increases
At 3rd Level, You gain 2 points.
At 7th Level, You gain 2 points.
At 11th Level, You gain 3 points.