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DnD Classes Warlock Overview

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.

Spell ListClass ListWarlock

Cantrips Blade Ward (ph219), Chill Touch (ph222), Eldritch Blast (ph238), Friends (ph245), Mage Hand (ph257), Minor Illusion (ph261), Poison Spray (ph267), Prestidigitation (ph248), True Strike (ph285),

Level 1 SpellsArmour of the Void (ph216), Arms of the Void (ph216), Charm Person (ph222), Comprehend LanguagesR (ph225), Expeditious Retreat (ph239), Hellish Rebuke (ph251), Hex (ph252), Illusory ScriptRO (ph253), Protection from Evil and GoodR (ph271), Unseen ServantR (ph285), Witch Bolt (ph290),

Level 2 SpellsCloud of Daggers (ph223), Crown of Madness (ph230), Darkness (ph230), Enthrall (ph239), Hold Person (ph252), Invisibility (ph255), Mirror Image (ph261), Misty Step (ph261), Ray of Enfeeblement (ph272), Shatter (ph276), Spider Climb (ph278), SuggestionR (ph280),

Level 3 SpellsCounterspell (ph229), Dispel MagicR (ph234), Fear (ph240), Fly (ph244), Gaseous Form (ph245), Hunger of the Void (ph252), Hypnotic Pattern (ph253), Magic CircleRO (ph257), Major ImageR (ph259), Remove Curse (ph272), Tongues (ph284), Vampiric Touch (ph286),

Level 4 SpellsBanishment (ph218), Blight (ph220), Dimension Door (ph234), DivinationR (ph235), Greater Invisibility (see Invisibility), Hallucinatory TerrainRO (ph250),

Level 5 SpellsCommuneRO (ph224), Commune with NatureRO (ph225), Contact Outer PlaneRO (ph227), – RO Dream (ph237), Hold Monster (see Hold Person), Mislead (ph/tce), Planar Binding (ph/tce), Scrying (ph), Teleportation Circle (ph/tce)

  • Level 6 Spells – Arcane Gate (ph), Circle of Death (ph), Conjure Fey (ph), Create Undead (ph), Eyebite (ph), Flesh to Stone (ph), Mass Suggestion (ph), True Seeing (ph)
  • Level 7 Spells – Etherealness (ph), Finger of Death (ph), Forcecage (ph), Plane Shift (ph)
  • Level 8 Spells – Demiplane (ph), Dominate Monster (ph), Gibness (ph), Power Word Stun (ph)
  • Level 9 Spells – Astral Projection (ph), Foresight (ph), Gate (ph/tce), Imprisonment (ph), Power Word Kill (ph), True Polymorph (ph), Weird (ph/tce)

H – Heightened Spell, R – Ritual Spell
Source: 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 Ring (tba)
  • Pact of the Talisman (tba) 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. Ritual spells cast from the book have advantage on the caster check when casting. You learn 1 ritual per level as part of advancement from this point.
    • 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.

No Prerequisites
  • Armour of Shadows (ph111, a5e276) – You are under the effects of Mage Armour spell as a first level spell, which does not emit a magical aura..
  • Beguiling Influence (ph111, a5e276) – You gain proficiency in Deception and Persuasion. If already proficiency, gain expertise, and can use expertise dice on checks.
  • Cloak of Flies (xge57) – As a bonus action, you can surround yourself with a magical aura resembling buzzing flies, extending 5ft in every direction, but not through total cover. It lasts until your incapacitated or you dismiss it as a conus action. You have advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks. Any creature that starts their turn in the aura or enters it, takes poison damage equal to your spellcasting ability modifier. Once you have used this, you cannot use it again until after a long rest.
  • Courts of the Outer Realms (a5e276) – Choose a type (Aberration, celestial, elemental, fey, fiend, or undead). You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them. Additionally you gain proficiency with your choice of either Arcana, Culture, History or Religion. If you are already proficient in the chosen skill, you instead gain expertise and may use a expertise dice on checks.
  • Eldritch Mind (tce72) – You have advantage on Constitution checks to maintain spells.
  • Eldritch Warrior (a5e277) – You gain proficiency with medium armour and martial weapons.
  • Eye of the Rune Keeper (ph112, a5e278) – You automatically translate and can read all translatable writing.
  • Fiendish Vigour (ph112, a5e278) – You learn the False Life spell, and it does not count against your Warlock known spells. When cast upon yourself as a 1st level spell, it does not require spell points or material components.
  • Gaze of Two Minds (ph112, a5e278) – You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your bonus action to maintain this connection, extending the duration another round. While perceiving through the other’s senses, you benefit from any special senses possessed by the creature, and you are blinded and deafened your own surroundings.
  • Mask of Many Faces (ph112, a5e278) – You can cast Disguise Self as a 1st level spell without spending spell points.
  • Misty Visions (ph112, a5e278) – You can cast Silent Image as a 1st level spell without spending spell points or material components.
  • Noxious Invigoration (a5e278) – Whenever you gain temporary hit points, increase the amount your gain be your proficiency bonus.
  • Ominous Tormentor (a5e278) – You gain proficiency in Insight and Intimidation. If you are already proficient you gain expertise and may use the expertise dice on checks.
  • Patron Token (a5e279) – You gain a special item called a Patron Token. This cannot be traded, sold or given to another, and if lost, consumed or left elsewhere, appears back on your person after a long rest.
  • Potent Witchcraft (a5e279) – Your warlock cantrips deal extra damage equal to your spellcasting ability modifier.
  • Thief of Five Fates (pg112, a5e280) – You learn the Bane spell, this does not count towards the number of Warlock spells known.
Requires 5th Level
  • Arcane Appropriation (a5e275) – When you use a magic item, you ignore any requirements related to class, culture, heritage or level. This allows you to use items as if you are of the same race listing in the relic section.
  • Maddening Hex (xge58) – As a bonus action, after cursing a target with a warlock feature (or spell with affliction or curse) you can cause a psychic disturbance to the creature and everyone within 5ft of it (that you can see within 30ft of you) psychic damage equal to your spellcasting modifier (minimum 1).
  • Mire the Mind (ph112, a5e278) – Once per day you can cast Slow as a 3rd level spell by spending 5 Spell Points, which you recover after a long rest.
  • Reanimator (tce72, a5e279) – Once per day, you can cast Animate Dead as a 3rd to 5th level spell using spell points. You regain this ability after a long rest. (was Undying Servitude)
  • Sign of Ill Omen (ph112, a5e279) – You learn the spell Bestow Curse, this does not count towards your Warlock known spells.
  • Tomb of Levistus (xge58) – As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which takes as much of the triggering damage as possible, immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Usable once per long rest.
Requires 7th Level
  • Bewitching Whispers (ph111) – Once per long rest, you can use the Compulsion spell using your spell pool as a 4th level spell. (6SP)
  • Dreadful Word (ph111, a5e276) – Add the Confusion spell to your known spells, it does not use up one of your warlock spells known.
  • Ghostly Gaze (xge570) – As an action, you gain the ability to see through solid objects to a range of 30ft. Within that range, you have Darkvision if you don’t already have it. This lasts for 1 minute, or until your concentration ends, with objects appearing as ghostly, transparent images. Once used, it cannot be used again until you have completed a long rest.
  • Minions of the Multiverse (ph112, a5e278) – When selecting this invocation, choose one summonologist spell of a level you can cast (up to 5th level). Once per day you can cast this spell by spending spell points, which you recover after a long rest. (was Minions of Chaos)
  • Relentless Hex (xge58) – As a bonus action, you can magically teleport up to 30ft to an unoccupied space you can see within 5ft of a target you can see and are currently cursed by you (either hex or spell with affliction or curse).
  • Sculptor of Flesh (ph112, a5e279) – Once per day you can cast Polymorph as a 4th level spell using spell points. You regain this ability after a long rest.
  • Trickters Escape 9xge58) – You add Freedom of Movement to your known spells, it does not count towards your Warlock spells known.
  • Writhing Void (a5e280) – You learn the spell Black Tentacles, this does not count against the number of warlock spells known
Requires 9th Level
  • Ascendant Step (ph111) – You are under the effect of a Levitate spell as a 2nd level spell, which does not emit a magical aura.
  • Spellbinding Contract (a5e279) – Once per day, you can cast Geas by spending 7 spell points, which refreshes after a long rest. If the command of the Geas is the stipulation of an agreement to which the target consents, the target automatically fails its saving throw against this spell.
  • Whispers of the Grave (ph112, a5e280) – You can cast Speak with Dead as a 3rd level spell, without spending spell points or requiring material components.
Requires 11th Level
  • Deep Patronage (a5e276) – You learn the spells on a second patron expanded spell list. They do not count against the spells that you know from warlock progression.
  • Sixth Arcanum (a5e279) – You learn a 6th level spell from your spell lists that you can cast once between long rests.
Requires 13th Level
  • Seventh Arcanum (a5e279) – You learn a 7th level spell from your spell lists that you can cast once between long rests.
Requires 15th Level
  • Eighth Arcanum (a5e276) – You learn an 8th level spell from your spell lists that you can cast once per long rest.
  • Overclocked Concentration (a5e278) – You can maintain concentration on two spells simultaneously. Their cumulative spell level can be no higher than 5th level. You roll once for concentration as if concentrating on a single spell of combined level, and when you loose concentration, you do so for both spells.
  • Pactkeeper’s Reward – You gain an additional Pact Boon of your choice.
  • Seething Aura (a5e279) – Choose from the following types – cold, fire, lightning, necrotic, psychic and radiant. Whenever you spend spell points, you can choose to unleash energy that deals an equal amount of damage of the chosen type to hostile creatures within 15ft of you.
  • Witch Sight (ph112, a5e280) – You can see the true form of any shapechange or creature concealed by illusion or transmutation magic while the creature is within 30ft of you and within line of sight.
Requires 17th Level
  • Cosmic Armory (a5e276) – You gain a magic item worth up to 25,000 gp from your patron, who collects it if you die, or loose this ability.
  • Entity of Myth (a5e278) – You gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons and weapons not made from cold iron.
  • Penultimate Arcanum (a5e279) – You learn a 9th level spell from your lists, that you can cast once per long rest.
Requires Eldritch Blast
  • Agonizing Blast (ph111, a5e275) – When you use eldritch blast, add your casting modifier to the damage it deals on a it.
  • Eldritch Elementalism (a5e276) – When you use eldritch blast, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant or thunder damage. Until you you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.
  • Lance of Lethargy (xge58) – One per turn when you hit a creature or they fail a saving throw against it, you can reduce the creatures speed by 10ft until the end of your next turn.
  • Repelling Blast (ph112, a5e279) – When you hit a creature with your Eldritch Blast, or when a creature fails its saving throw against it, you can push the creature up to 10ft away from you in a straight line.
  • Versatile Blast (a5e280) – You learn an additional Eldritch Blast feature of your choice. You can take this multiple times, each time learning an additional Eldritch Blast feature.
  • 7th Level
    • Eldritch Grasp (a5e276) – When you hit a large sized or small creature with eldritch blast, or when a large sized or smaller creature fails its saving throw against it, you can attempt to grapple the creature, using your spells save DC instead of your manoeuvre DC. The grapple automatically ends if the create leaves your Eldritch Blast range or if you attempt to grapple another creature.
Requires Eldritch Disturbance
  • Eldritch Riposte (a5e276) – When a creature you can see within 30ft deal damage to you, you can use you reaction and spend spell points to use your Eldritch Disturbance or Ray against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point you spent activating this feature (up to a maximum equal to your proficiency bonus).
  • Eldritch Tentacle (xge58, a5e277) – When you hit a creature with your Eldritch Blast or when a creature fails its saving throw again it, you can pull the creature up to 10ft straight toward you. (was Grasp of Hadar)
  • 7th Level
    • Eldritch Prism (a5e277) – You can use an action to unleash your Eldritch Blast against creatures within a 20ft diameter cube originating at a point within 60ft. Each creature in the area makes a Wisdom saving throw, taking force damage equal to 1d10 x your proficiency bonus on a failure, half on a success. You regain use of this feature again, once you have a short or long rest, spent 5 spell points or use another warlock feature.
Requires Eldritch Ray
  • Eldritch Riposte (a5e276) – When a creature you can see within 30ft deal damage to you, you can use you reaction and spend spell points to use your Eldritch Disturbance or Ray against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point you spent activating this feature (up to a maximum equal to your proficiency bonus)..
  • Eldritch Spear (ph112, a5e277) – The range of your Eldritch Ray increases to 300ft.
  • 7th Level
    • Eldritch Squall (a5e277) – You can use an action to unleash your Eldritch Blast against all creatures within a 30ft cone. Each creature makes a Dexterity saving throw, taking force damage equal to 1d10 x your proficiency bonus on a failure, half damage on a success. You regain use of this feature again, once you have a short or long rest, spent 5 spell points or use another warlock feature.
Requires Eldritch Scythe
  • 7th Level
    • Eldritch Severance (a5e277) – You can use an action to unleash your Eldritch Blast against creature within a 60ft line that is 5ft wide. Each creature in the area makes a Dexterity saving throw, taking damage equal to 1d10 x your proficiency bonus on a failure, or half on a success. You regain use of this feature again, once you have a short or long rest, spent 5 spell points or use another warlock feature.
Requires Eldritch Whip
  • 7th Level
    • Eldritch Bind (a5e276) – When you hit a creature with Eldritch Whip, you can force it to make a Constitution saving throw or be paralysed for 1 minute. At the end of each of its turns, it can attempt another saving throw to end the effect. You regain use of this feature again, once you have a short or long rest, spent 5 spell points or use another warlock feature.
Requires Pact of the Blade
  • Improved Pact Weapon (xge58) – You can use any weapon you summon as a spellcasting focus for warlock spells. In addition, the weapon gains +1 bonus to attack and damage rolls, and adds an extra dice of damage appropriate to the weapon. The weapon can also be a ranged weapon that fires ammunition.
  • Lifedrinker (ph112, a5e278) – When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting modifier (minimum 1).
  • 5th Level
    • Eldritch Smite (exg57) – Once per tern when you hit a creature with you pact weapon, you can spend spell points as a spell of a level up to what you can cast. The weapon does an extra 1d8 force damage per level of spell, and you can knock the target prone if it is Huge or smaller.
    • Thirsting Blade (ph112, a5e280) – You can attack with your pact weapon twice, instead on once, whenever you take the Attack action on your turn.
Requires Pact of the Chain
  • Frog Fangs (a5e278) – Your familiar can take the attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional force damage equal to your proficiency bonus.
  • Gift of the Ever-Living Ones (xge58) – Whenever you regain hit points while your familiar is within 100ft of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum.
  • Investment of the Chain Masters (tce72) – When you cast find familiar, you give it extra abilities. The familiar either gains a flying speed or a swimming speed (40ft), as a bonus action you can command the familiar to attack, the familiars weapon attacks are considered magical, if the familiar forces a saving throw it uses your spell DC, when the familiar takes damage you can use a reaction to grant it resistance to the damage.
  • Voice of the Chain Master (ph112, a5e280) – As long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if familiar is normally incapable of speech)
  • 9th Level
    • Will of the Mater (gm) – You learn the Planar Binding spell, which does not count towards the number of Warlock spells know.
  • 15th Level
    • Chains of Carceri (ph111, a5e276) – Once per long rest per target, you can cast Hold Monster on a celestial, fiend or elemental.
Requires Pact of the Ring
  • Invoke Pact Ring (gm) – You gain expertise on targeting opponents with ranged spell attacks. You may use your expertise dice on concentration checks and resistance to charm checks.
  • Power of the Hex (gm) – You learn the Hex spell, which does not count towards your known warlock spells.
Requires Pact of the Talisman
  • Rebuke of the Talisman (tce72) – As a reaction, when the wearer of the talisman is hit by an attacker you can see within 30ft, you can deal psychic damage to the attacker equal to your proficiency bonus and push it 10ft away from the wearer.
  • 7th Level
    • Protection of the Talisman (tce72) – When the wearer of the talisman fails a saving throw, they can add an expertise dice to potentially turn a failure into a success. This benefit can be used up to your proficiency bonus, and refreshes after a long rest.
  • 12th Level
    • Bond of the Talisman (tce72) – While someone else if wearing your talisman, you can use an action to teleport to an unoccupied space closest to them, providing the two of you are on the same plane of existence. The wearer of your talisman can do the same thing., using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are refreshed after a long rest.
Requires Pact of the Tome
  • Aspect of the Moon (xge57) – You no longer need to sleep, and can’t be forced to sleep by any means. To gain the benefit of a long rest, you can spend all 8 hours doing light activities, such as reading your Book of Shadows and keeping watch.
  • Book of Ancient Secrets (ph111) – You can now scribe rituals not from your spell lists into your book of shadows, making them Warlock rituals. Choose two rituals from any spell list and add them to your book.
  • 5th Level
    • Far Scribe (tce72) – A new page appears in your book, and with your permission a creature can enter their full name on that page, with as many people listed as your proficiency bonus. You can cast the Sending spell using your spell points, without needing material components. To send the message you write it on the page, then the response appear on the page, fading after a minute. As an action you can erase an existing name by touching it.
  • 9th Level
    • Gift of the Protectors (tce72) – A new page appears in your book, and with your permission a creature can enter their full name on that page, with as many people listed as your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature instead drops to 1 hit point instead. Can only be triggered once per creature, per long rest. As an action you erase a name on the page by touching it.
Requires Archetypes
  • 11th Level
    • Psionic Secrecy (a5e279 – Alienist) – When you can cast a warlock spell, you can choose to do so psionically without the need for seen or vocalised components. Once you have used this a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest.
  • 13th Level
    • Fog Dance (a5e278 – Spellbound) – You can cast Misty Step as a 2nd level spell without spending spell points, and if you do not move on your turn you can cast it without using a bonus action.
  • 15th Level
    • Wicked Youth (15e280 – Diabolist) – You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability score.

Secrets of Arcana

When you learn a new Warlock secret you can select it from this lists.

No Prerequisites
  • Beast Speech (ph111, a5e280) – You are under the effects of Speak with Animals as a first level spell, which does not emit a magical aura.
  • Devil’s Sight (ph111, a5e281) – You can see normally in darkness, both magical and nonmagical, to a distance of 120ft.
  • Eldritch Sight (ph111) – You can cast the Detect Magic as a first level spell, which does not emit a magical aura, cost spell points, or require material components.
  • Otherworldly Leap (ph112) – You are under the effects of the Jump spell as a 1st level spell, which does not emit a magical aura.
  • Portents and Portals (a5e281) – You automatically Know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed). You have advantage on checks made to locate this portal, and gain expertise dice on any checks to stabilise, activate or open it.
  • Whiff of the Beyond (a5e282) – You automatically know when a aberration, celestial, elemental, fey, fiend or undead has been in a space within 30ft of you within the past 24 hours, though not which type of creature triggered this invocation. You also gain an expertise dice on perception checks, and you have advantage on checks made to track these creatures.
Requires 3rd Level
  • Mirror, Mirror (a5e281) – Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest, receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communications with you on its own. You can use this feature to cast Augury as a 2nd level spell, once per long rest. Casting does not require a material component as usual, but still requires a reflective surface.
Requires 5th Level
  • One with Shadows (ph112, a5e281) – When you are in an area of dim light or darkness, you can use your action to become invisible until you more or take an action or reaction.
Requires 7th Level
  • Visions of Distant Realms (ph112, a5e282) – Once per long rest you can cast Arcane Eye, without expending spell points or requiring material components. Once you reach 15th level in Warlock you can then use this at will.
Requires 9th Level
  • Ascendant Step (ph111, a5e280) – You can cast the Levitate spell as a 2nd level spell, which does not emit a magical aura, cost spell points, or require material components.
Requires 13th Level
  • Inscrutability (a5e281) – You are under the effects of Nondetection as a 3rd level spell, which does not emit a magical aura.
Requires 15th Level
  • Master of Myriad Forms (ph112, a5e281) – You can cast Alter Self as a 2nd level spell, which does not emit a magical aura, cost spell points, or require material components.
  • Shadowveil (xge58, a5e281) – You can cast Invisibility as a 2nd level spell, without spending spell points on needing material components. (was Shroud of Shadow)
Requires Pact of the Tome
  • Book of Ancient Secrets (ph111, a5e280) – You can now scribe rituals not from your spell lists into your book of shadows, making them Warlock rituals. Choose two rituals from any spell list and add them to your book. You can scribe a ritual of any level into the book.

Warlock Pacts

Alienist (ag281), Diabolist (ag282), Fragment Channeler of Zagnexis (osu45), Pact of The Archfey (ph108, scag138), Pact of the Archfiend (fa240), Pact of The Black Woods (fkcc16), Pact of The Celestial (xge54), Pact of the Colloid (osu17), Pact of the Fates (ootd336), Pact of the Fathomless (tce72), Pact of The Fiend (ph109, scag138), Pact of the First Vampire (ghpg72), Pact of the Frozen One (dm277), Pact of the Genie (tce73), * Pact of The Genie Lord (dm148, mhh72), Pact of the Grand Void (osu31), Pact of The Great Machine (mhh74), Pact of The Great Old One (ph109, scag139), Pact of The Hexblade (xge55), Pact of The Light Eater (mhh75), Pact of The Oracle (br201), Pact of the Parasite (ghpg73), Pact of the Primeval One (fa241), Pact of the Sargasso Siren (pcc21), Pact of the Sibyl (dm150), Pact of the Undead (vrgr30), Pact of The Undying (scag139), Spellbound (ag283), Voices of the Ancestors (osu33)

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)

Class BuildWarlock – Pact of the Celestial – Level 01

  • Celestial Cantrips Known – Light, Sacred Flame
  • Celestial Spells Known (1st) Cure Wounds, Guiding Bolt (Note usually these are available to learn, they are treated as known spells for casting purposes)
  • Healing Light (Celestial Warlock) – Healing pool equals Warlock Level +1 of d6. As a bonus action you can target a creature you can see within 60ft spending as many points from your pool as your casting attribute, rolling a d6 for each point spent from the pool, you heal the target by that amount. You recover your pool after a long rest.

Class BuildWarlock – Pact of the Celestial – Level 03

  • Celestial Spells Known (2nd) Flaming Sphere, Restoration (Note usually these are available to learn, they are treated as known spells for casting purposes)

Class BuildWarlock – Pact of the Celestial – Level 05

  • Celestial Spells Known (3rd) Daylight, Revivify (Note usually these are available to learn, they are treated as known spells for casting purposes)

Class BuildWarlock – Pact of the Celestial – Level 06

  • Radiant Soul (Celestial) – Your link to the celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that does radiant or fire damage, you can add your Charisma modifier to one roll of damage for that spell affecting a chosen target.

Class BuildWarlock – Pact of the Celestial – Level 07

  • Celestial Spells Known (4th) Guardian of Faith, Wall of Fire (Note usually these are available to learn, they are treated as known spells for casting purposes)

Class BuildWarlock – Pact of the Celestial – Level 09

  • Celestial Spells Known (5th) Flame Strike, Hallow (Note usually these are available to learn, they are treated as known spells for casting purposes)

Class BuildWarlock – Pact of the Celestial – Level 10

  • Celestial Resilience (Celestial) – tba

Class BuildWarlock – Pact of the Celestial – Level 14

  • Searing Vengeance (Celestial) – tba
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

Class BuildWarlock – Level 01

  • Hit Points – (d8) 8 + Con mod (or 5 if not character level 1)
  • Character Level 1 Features Only
    • Armour Proficiency – Light Armour
    • Weapon Proficiency – Simple Weapons
    • Tool Proficiency – Game set (cards)
    • Saving Throws: Intelligence, Wisdom, Charisma (Note I am giving Warlocks an extra save)
    • Skills: Gain History and Choose two skills from Arcana, Deception, Intimidation, Investigation, Nature and Religion.
  • Otherworldly Patron – Choose a patron.
  • Pact Magic – Charisma is your spellcasting attribute, and your considered to be proficient in its use. History uses Charisma when you use it to cast warlock rituals. (Note, can choose another attribute with GM discussion)
  • Cantrips Prepared – 2 Eldritch Blast
  • Warlock Spells – 2x Known, 2x spell points
  • Eldritch Blast – Choice of Eldritch Disturbance, Eldritch Ray, Eldritch Scythe, or Eldritch Whip

Class BuildWarlock – Level 02

  • Hit Points – (d8) 5 + Con mod
  • Eldritch Invocations – Learn 2
  • Secrets Known – Learn 1
  • Cantrips Prepared – 2
  • Warlock Spells – 3x Known, 4x spell points (max 1st Level)

Class BuildWarlock – Level 03

  • Hit Points – (d8) 5 + Con mod
  • Pact Boon – Choice of Pact of the Blade, Pact of the Chain, Pact of the Ring, Pact of the Talisman or Pact of the Tome
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 2
  • Warlock Spells – 4x Known, 6x spell points (max 2nd Level)

Class BuildWarlock – Level 04

  • Hit Points – (d8) 5 + Con mod
  • Ability Score Improvement (choose both) Attributes and Feat
  • Invocation of the Courts (1)
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 2
  • Warlock Spells – 5x Known, 8x spell points (max 2nd Level)

Class BuildWarlock – Level 05

  • Hit Points – (d8) 5 + Con mod
  • Extra Blast (Level Up)
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 2
  • Warlock Spells – 6x Known, 10x spell points (max 3rd Level)

Class BuildWarlock – Level 06

  • Hit Points – (d8) 5 + Con mod
  • Additional Aspect or Pact: Gain an additional Elemental Aspect, Pact Boon or Gain a additional patron which you can switch between during a short or long rest.
  • Eldritch Evolution (Level Up)
  • Eldritch Invocations – Learn 1
  • Secrets Known – Learn 1
  • Cantrips Prepared – 3
  • Warlock Spells – 7x Known, 12x spell points (max 3rd Level)

Class BuildWarlock – Level 07

  • Hit Points – (d8) 5 + Con mod
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 3
  • Warlock Spells – 8x Known, 14x spell points (max 4th Level)

Class BuildWarlock – Level 08

  • Hit Points – (d8) 5 + Con mod
  • Ability Score Improvement (choose both) Attributes and Feat
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 3
  • Warlock Spells – 9x Known, 16x spell points (max 4th Level)

Class BuildWarlock – Level 09

  • Hit Points – (d8) 5 + Con mod
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 3
  • Warlock Spells – 10x Known, 18x spell points (max 5th Level)

Class BuildWarlock – Level 10

  • Hit Points – (d8) 5 + Con mod
  • Archetype Feature – Upgrade from the Archetype
  • Invocation of the Courts (2)
  • Eldritch Invocations – Learn 1
  • Cantrips Prepared – 3
  • Warlock Spells – 11x Known, 20x spell points (max 5th Level)

Class BuildWarlock – Level 11

  • Hit Points – (d8) 5 + Con mod
  • Additional Aspect or Pact: Gain an additional Elemental Aspect, Pact Boon or Gain a additional patron type which which is added to your feature.
  • Eldritch Invocations – Learn 1
  • Secrets Known – Learn 1
  • Attributes – Warlock – Level 16
  • Hit Points – (d8) 5 + Con mod
  • Additional Pact or Pact: Gain an additional Elemental Aspect, Pact Boon or Gain a additional patron type which which is added to your feature.
  • Eldritch Invocation – Gain one Invocation
  • Eldritch Invocations – Learn 1
  • Secrets Known – Learn 1

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

  • 2022-08-06 – Updated the level progression for a Warlock, added in the combined list of Invocations and Secrets.
  • 2021-10-29 – Added in Tashia’s Cauldron of Everything class options.
  • 2020-06-28 – References.
Mystara 5E Classes

Overview, Downtime for Gaining Level

Artificer: Alchemist, Armourer, Artillerist, Battle Smith, Bombardier, Engineer, Stitcher

Barbarian: Amber’s Enlightened, Ancestors, Ancestral Guardian, Battlerager, Beast, Beast Slayer, Bearsarker, Berserker, Carcharodon, Dreadnought, Fractured, Fungal Hulk, Harrier, Herculean, Juggernaut, Primal Spirit, Primordial Predator, Rager, Storm Herald, Tempest, Totem Warrior, Ulfhander, Wild Magic, Wizard Slayer, Zealot

Bard: Adventurers, Ancients, Creation, Eloquence, Entropy, Epic Poetry, Fey Magic, Glamour, Grace, Greenleaf, the Jester, Lore, Loremaster, Minstrel, Mirthful Mariarchi, Mountebank, Requiems, Singer of the Deeps, Spirits, Swords, Troubadour, Valour, Virtue, Warchanter, Whispers, Wyrdsingers

Cleric: Aberrance, Alhool Keener, Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Chaos, City, Clockwork, Corruption, Crafts, Creation, Darkness, Death, Dragon, Earth, Eldritch, Enigma, Fire, Force, Forge, Grave, Healer, Hunger, Hunt, Hunting, Inquisition, Justice, Knowledge, Labyrinth, Law, Life, Light, Luck, Lust, Madness, Messiah of Ashes, Moon, Mountain, Mushroom, Naraneus, Nature, Nobility, Oceans, Oracle, Order, Peace, Prophecy, Repose, Sharing, Sickness, Solidarity, Speed, Strength, Sun Priest, Tempest, Time, Travel, Trickery, Twilight, Tyranny, Undeath, Void, War, Warpriest, Water, Winter, Zeal

Druid: Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land, the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree of Life, Treespeaker, Wildfire

Fighter: Arcane Archer, Banneret, Battle Master, Bladebonded, Blind Duelist, Boarder, Brute, Bulwark Warrior, Captain, Cavalier, Champion, Clacking Mercenary, Duelist, Echo Knight, Edjet, Eldritch Knight, Fortune’s Smith, Gholaad’s Translation, Ghost Knight, Gladiator, Griffon Knight, Hoplite Soldier, Hospitaller, Knight, Knight Surgeon, Living Crucible, Living Vampire, Prescient Knight, Psi Warrior, Rune Knight, Samurai, Sapper, Sharpshooter, Shield Bearer, Smithkin, Sword Dancer, Thug, Weapons Master, Woodlands Cavalier

Marshal: Crusader, Gambling General, Guerrilla, Kingpin, Mindbender, Noble, Path (Master, Night, Reaper), Rallier, Reaver, Redeemer, Revolutionary, Strategist, Swift Strategist, Tactician, Talented Tactician, Tyrant, Warbringer

Monk: the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade, Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul, the Warrior Monk

Paladin: the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown, Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination, the Errant, the Giving Grave, Glory, Green Knight, Holy Champion, Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven, Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal. SpecialOathbreaker

Ranger: Beast Master, Explorer, Fey Hunter, Fey Wanderer, Gloom Stalker, Green Reaper, Hidden Guardian, Horizon Walker, Horse Nomad, Hoyrall Shredder, Hunter, Monster Slayer, Netherworld, Explorer, Privateer, Swarmkeeper, Underminer, Unicorn Charger, Urban Shadow, Vampire Slayer, Vermin Lord, Warden, Wildborn, Zobecker Scout

Rogue: Arcane Trickster, Assassin, Burglar, Cutthroat, Duelist, Fixer, Highway Rider, Hitman, Infernal Talismancer, Inquisitive, Investigator, Mastermind, Misfortune Bringer, Odyssean, Phantom, Poisoner of Minds, Scout, Soulknife, Spy, Svirf Scientist, Swashbuckler, Thief, Trapsmith, Whisper

Scholar: Alchemy, Mind-Delving

Sorcerer: Aberrant Mind, Aristocratic, Ascendant, Bloodlines (Boreal, Draconic, Dryad, Enigma, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow, Wretched), Clockwork Soul, Cunning Woman, Divine Inspiration, Divine Soul,, Draconist Elemental Essence, Facets (Flawless Caster, Gemblade), Farseer, Haunted, Psychic Magic, Pyromancer, Runechild, Shadow Magic, Soul Burner, Spore-cerer, Storm Sorcery, Traveler, Wild Magic

Underterror: Hel Savant, Slaver of the Damned, Underworld Monstrocity

Warlock: Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist, Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis, Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl, Spellbound, Undead, Undying, Voices of the Ancestors

Wizard: Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic, Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist, Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends, Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic), Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, 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 – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
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 (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session RecordingsCampaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

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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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