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DnD Classes Warlock

Dungeons and Dragons – Mystara

Classes – Warlock

Source: Players Handbook (ph105), Xanathar’s Guide to Everything (xge53)

This is an series of articles on which 5th Edition classes are available in my campaign and where you will find a teacher. It starts out with Humans and Dwarves being the source of all classes, due to the other races still being in development so this will be updated as that expands as well. Expect to see additions due to those races over the next year or two. This is a long term project so I am not rushing to complete it, doing one sub race at a time.

Classes Available: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard.

The Warlock Class

Hit Dice: tba

Proficiencies:

  • Armour: tba.
  • Weapons: tba.
  • Tools: tba.
  • Saving Throws: tba.
  • Skills: tba.

Starting Gear:

  • a tba

Class Features

The Warlock class includes a ritual book as part of its starting option with two warlock rituals that the character has also learnt of the players choice.

  • Warlock Available Spell List
  • Level 5 Spells – Mislead (ph/tce), Planar Binding (ph/tce), Teleportation Circle (ph/tce)
  • Level 9 Spells – Gate (ph/tce), Weird (ph/tce)

Warlock Eldritch Invocations

  • None – Armour of Shadows (ph), Beast Speech (ph), Beguiling Influence (ph), Devil’s Sight (ph), Eldritch Mind (tce), Eldritch Sight (ph), Eyes of the Rune Keeper (ph), Fiendish Vigor (ph), Gaze of Two Minds (ph), Mask of Many Faces (ph), Misty Visions (ph)
  • Eldritch Blast – Agonizing Blast (ph), Eldritch Spear (ph), Grasp of Hadar (xge), Lance of Lethargy (xge), Repelling Blast (ph), Thief of Fates (ph)
  • Pact of the Blade – Improved Pact Weapon (xge)
    • Level 5 – Eldritch Smite (xge), Thirsting Blade (ph)
    • Level 12 – Lifedrinker (ph)
  • Pact of the Chain – Gift of the Ever-Living Ones (xge), Investment of the Chain Master (tce), Voice of the Chain Master (ph)
    • Level 15 – Chains of Carceri (ph)
  • Pact of the Talisman – Rebuke of the Talisman (tce)
    • Level 7 – Protection of the Talisman (tce)
    • Level 12 – Bond of the Talisman (tce)
  • Pact of the Tome – Aspect of the Moon (xge), Book of Ancient Secrets (ph)
    • Level 5 – Far Scribe (tce)
    • Level 9 – Gift of the Protectors (tce)
  • Level 5 – Cloak of Flies (xge), Gift of the Depths (xge), Mire the Mind (ph), One with Shadows (ph), Sign of Ill Omen (ph), Tomb of Levistus (xge), Undying Servitude (tce)
    • Hex spell or curse feature – Maddening Hex (xge)
  • Level 7 – Bewitching Whispers (ph), Dreadful Word (ph), Ghostly Gaze (xge), Sculptor of Flesh (ph), Trickster’s Escape (xge)
    • Hex spell or curse feature – Relentless Hex (xge)
  • Level 9 – Ascendant Step (ph), Minions of Chaos (ph), Otherworldly Leap (ph), Whispers of the Grace (ph)
  • Level 15 – Master of Myriad Forms (ph), Shroud of Shadow (xge), Visions of Distant Realms (ph), Witch Sight (ph)
(3rd) Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. Vou gain one of the following features of your choice.

  • Warlock Available Pacts
  • Pact of the Blade (ph) You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
    • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again. if you dismiss the weapon (no action required), or if you die.
    • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the l.hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
    • Elemental option – Your pact weapon takes on a sheen of elemental power. When you create or summon your pact weapon, you can decide to change its damage type to one of the following: acid, cold, fire, lightning, necrotic or thunder. You can change the damage type by repeating the ceremony as long as your a part of the secret craft associated with that element.
  • Pact of the Chain (ph) You gain an additional spell Find Familiar to your known spells.
    • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasil, or sprite.
    • When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
    • Elemental Options – When you conjure your familiar or change its form, you can choose the form of a mephit in addition to the usual form choices. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead. You can only summon mephit based on the secret craft elements you have access to.
  • Pact of the Talisman (ph) You gain an amulet that can aid the wearer when the need arises. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning a failure into a success. It can be used a number of times equal to your proficiency bonus, which is restored when you take a long rest.
    • If you lose your Talisman, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous talisman. The talisman turns to ash when you die.
    • Elemental options – You can grant the wearer your elemental attunement resistance to energy types
  • Pact of the Tome (ph) Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.
    • If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
    • Elemental options – Your book of shadows is immune to damage or wear caused by the elements. This includes something as simple as being immersed in water, as well as acid, fire, cold, lightning, necrotic or thunder damage.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. Vou can learn the invocation at the same time that you meet its prerequisites.

  • 9th Level Required
    • Will of the Master – You can cast planar binding once using a warlock spell slot. You can’t do so again until you finish a long rest.

Warlock Pacts

* (and bold) Contains rules changes from those found in the sourcebooks.
Warlock Overview (2020-04-30)

  • Pact of The Archfey (ph108)
  • Pact of The Black Woods (fkcc16)
  • Pact of The Celestial (xge54)
  • Pact of The Fiend (ph109)
  • * Pact of The Genie Lord (mhh72) – 20200-09-11
  • Pact of The Great Machine (mhh74)
  • Pact of The Great Old One (ph109)
  • Pact of The Hexblade (xge55)
  • Pact of The Light Eater (mhh75)
  • Pact of The Oracle (br201)
  • Pact of The Undying (scag139)
Pact of the Archfey

Source: Players Handbook (ph108)

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

Patrons: Energy (Ilsundal), Entropy (Atzanteotl)
Secret Crafts: Elvenologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

Pact of the Black Woods

Source: Forest Kingdoms Campaign Compendium (fkcc16)

Your patron is of the deepest wilderness. You may have connections to monsters like the Jabberwock, legendary hags, or one of the fey in the deepest, darkest places. Your patron may be an unidentified presence, perhaps a manifestation of the woods themselves.

People confuse the term “natural” with “sane” or “healthy” all the time; the most natural thing in the world, after all, is to be eaten alive by a bear. You’ve seen the secret prehuman paths below the world and between the trees, where nameless things grow fat and dark on the still-twitching bodies of bursted horrors and gods-most-foul. You can stride along those blood-warm, twisted and organic roads, plunging down into places outside all mortal comprehension … and back, again.

The black woods howl within you.

Secret Craft: Chaosologist, Elvenologist

Pact of the Celestial

Source: Xanathar’s Guide to Everything (xge54)
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

Being connected to such power can cause changes in your behaviour and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.

Patron: Energy (Ilsundal)
Secret Crafts: Cryptologist
Locations: Ethengar, Rockhome
Races: Dwarf (Stonebound)

Pact of the Fiend

Source: Players Handbook (ph109)

Vou have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Patrons: Entropy (Atzanteotl)
Secret Crafts: Bloodologist, Cryptologist, Devourologist

Pact of the Great Machine

Source: Midgard Heroes Handbook (mhh74)

The world seems chaotic, but not all worlds are. There are infinite planes of precisely moving parts, gears whose movement is counted in the lifetime of suns in the material world. There are beings of pure rational law. Your patron is such a being of cold precision, to a degree beyond mortal measure. Logical and deliberate but utterly incomprehensible, it might be a denizen of the plane of Rusty Gears or it might have arisen out of the clockwork magic of the material plane.

Where you fit in this great device is unclear to any but the being itself, and perhaps its rivals. Its knowledge is vast and inversely proportional to its tolerance for variation from its plans. It may call on you to enforce the order of your land, to hunt down oath breakers, to purge those who sin, or to make adjustments of the cosmic order in ways unfathomable to mortals. Rava, the Goddess of Gears, is but one example of this type of being; Zurvan, the Iron Angel, is another, and in the infinity of worlds there are countless more.

Patron: Energy (Benekander, Mazikeen), Matter (Kagyar), Thought (Korotiku)
Secret Crafts: Mechologist
Locations: Northern Reaches, Rockhome
Races: Dwarf (Craftbound)

Pact of the Great Old One

Source: Players Handbook (ph109)

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw you magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu and other unfathomable beings.

Patron: Entropy (Thantos), Thought (Korotiku)

Pact of the Hexblade

Source: Xanathar’s Guide to Everything (xge55)

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Patron: Entropy (Masauwu)
Secret Crafts: Darkologist, Shadeologist
Locations: Rockhome, Shadowlands, Thyatis
Races: Dwarf (Shadowbound), Human (Nuari)

Pact of the Light Eater

Source: Midgard Heroes Handbook (mhh75)

You have made a pact with a being from the Plane of Shadows whose goal is to plunge the world into unending darkness. You may or may not share this ambition, but you’ve sworn loyalty to this entity. Unlike fiends who seek to corrupt and destroy, light-eaters want to make the Material Plane more like their own Shadow Realm. Many light-eaters were once liches, shadow dragons, death knights, vampiric wizards, or other shadow beings that existed long enough to amass great power before abandoning their former paths to pursue the glorification of the night as an end in itself.

Except as noted below, light eaters function as warlocks and use the warlock spell list.

Secret Crafts: Darkologist, Shadeologist
Locations: Rockhome, Shadowlands, Thyatis
Races: Dwarf (Shadowbound), Human (Nuari)

Pact of the Oracle

Source: The Book of the Righteous

The gifts bestowed upon you by your patron are those of foreknowledge. The Oracle is a being of prophecy and mystery, and manifests to you in ways that leave you questioning the nature of your patron. The Oracle communicates to you through whispered words that only you hear, visions that only you see, writings that only you can read, and hazy manifestations in the incense braziers and crystal balls that you use as a medium to call upon your patron. The Oracle might be a god, a fiend, or even a mortal of vast power, though you would never know it; you know only the prophecies that your patron bestows, and the arcane knowledge you are granted to conjure such visions for yourself.

Pact of the Undying

Source: Sword Coast Adventurer’s Guide (swag139)

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize- like all power- comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther

Secret Crafts: Graveologist, Reanimatologist
Locations: Darokin, Glantri, Karameikos
Races: Human (Traladaran)

Character Build Shortcuts

  • Attributes – Warlock – Level 06
    • 5 HP + Con Mod
    • Additional Pact: Gain an additional Pact Boon and Gain a additional patron which you can switch between during a short or long rest.
    • Eldritch Invocation – Gain one Invocation
    • Spellcasting Increase:
      • Gain 1 Spell Known:
      • Gain 1 additional Cantrip
      • Replace 1 Spell:
      • Spell Slots change to = 3rd (3)
  • Attributes – Warlock – Level 11
    • 5 HP + Con Mod
    • Additional Pact: Gain an additional Pact Boon and Gain a additional patron which you can switch between during a short or long rest.
    • Eldritch Invocation – Gain one Invocation
    • Spellcasting Increase:
      • Gain 1 Spell Known:
      • Gain 1 additional Cantrip
      • Replace 1 Spell:
      • Spell Slots change to = 5th (4)
  • Attributes – Warlock – Level 16
    • 5 HP + Con Mod
    • Additional Pact: Gain an additional Pact Boon and Gain a additional patron which you can switch between during a short or long rest.
    • Eldritch Invocation – Gain one Invocation
    • Spellcasting Increase:
      • Gain 1 Spell Known:
      • Gain 1 additional Cantrip
      • Replace 1 Spell:
      • Spell Slots change to = 5th (5)

Design Details

Here are some thoughts on advancement that I chose not to go with.

(6th) Tier Upgrade

At 6th/11th/16th your monk gains a Tier Upgrade. tba

Content Updates

  • 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
  • 2020-06-28 – References.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Barbarian: Ancestors, Ancestral Guardian, Battlerager, Berserker, Harrier, Juggernaut, Storm Herald, Totem Warrior, Zealot

Bard: Entropy, Fey Magic, Glamour, Greenleaf, the Jester, Lore, Swords, Valour, Virtue, Whispers

Cleric: Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Clockwork, Corruption, Creation, Darkness, Death, Dragon, Earth, Fire, Forge, Grave, Hunger, Hunt, Hunting, Justice, Knowledge, Labyrinth, Life, Light, Lust, Madness, Moon, Mountain, Nature, Oceans, Order, Prophecy, Repose, Solidarity, Speed, Strength, Tempest, Time, Travel, Trickery, Tyranny, Void, War, Water, Zeal

Druid: Dreams, Feyfriend, the Forest Kingdom, the Land, the Moon, the Shapeless and Prime Terror, the Shepherd, the Stones, the Tree of Life

Fighter: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Clacking Mercenary, Edjet, Eldritch Knight, Ghost Knight, Griffon Knight, Hospitaller, Knight Surgeon, Samurai, Shield Bearer, Sword Dancer, Weapons Master, Woodlands Cavalier

Monk: the Cobalt Soul, the Drunken Master, the Elements, Iron, the Kensai, the Long Death, the Open Hand, Shadow, the Sun Soul

Paladin: the Ancients, the Ascetic, Battle, Conquest, the Crown, Devotion, the Eagle, the Giving Grave, Mercy, Perfection, the Radiance, Redepmtion, Thunder, Vengeance. Special – Oathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Gloom Stalker, Hidden Guardian, Horizon Walker, Hunter, Monster Slayer, Unicorn Charger, Vampire Slayer, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Duelist, Fixer, Inquisitive, Mastermind, Scout, Swashbuckler, Thief, Whisper

Sorcerer: Bloodlines (Draconic, Dryad, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow), Divine Inspiration, Divine Soul, Elemental Essence, Pyromancer, Runechild, Shadow Magic, Storm Sorcery, Wild Magic

Warlock: Archfey, Black Woods, Celestial, Fiend, Genie Lord, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Undying

Wizard: Angelic Scribe, Bladesinger, Doom Croaker, Dragon Masks, Elementalist, Geomancy, Necrophagy, Ring Warden, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Transmutation, Void Magic), Timekeeper, War Mage

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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