🎲 D&D Companion

Warlock

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Secondary class β€” requires 5 Rogue levels and 5 Wizard levels.

Requires 5 Rogue levels and 5 Wizard levels. Warlocks draw their power from the Nether Realm, which twists Arcane energy into something darker. They are more experimental than their Wizard counterparts, and practice spells that normal mages never touch: ones that deal in death, shadows, and hellfire. They also wield curses, which are permanent debuffs against their enemies that can only be removed by entering holy areas or specific holy spells. Warlocks focus on Arcana and Persuasion, and often add some Fortitude for better defenses.

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Eldritch Cursesgenerated name

cols A-D Β· levels 12-15 Β· 14 abilities
LvlCellAbilityCostRules
12A12Curse Of Burdening6 act6 actions. Limits a target within 15 spaces to 5 actions. On their next turn, the limit becomes 4 actions. This continues until the target is at 1 action. Lasts until dispelled. Arcana vs Will.
12B12Curse Of Exertion6 act6 actions. Curses a target within 15 spaces to take 1d4 psychic damage (bypassing armor) for every attack they make. Lasts until dispelled. Arcana vs Will.
12C12Hauntβ€”6 turns. Add half your Arcana to your Intimidate to send a target within 7 spaces running in fear. They will not run into danger, but will otherwise run in a random direction away from yourself. Lasts 5 turns. Intimidate vs Will.
12D12Eldritch Blast4 act4 actions. Throws dark energy at a target within 7 spaces for 1d10 Arcane damage. Your target takes 1d4 extra Arcane damage from all attacks. Lasts 3 turns. Arcana vs Will.
Upgrades:
  1. Eldritch Blast + (L13) β€” +1d4 extra Arcane damage. You may use this as often as you like in battle.
13A13Curse Of Agony6 act6 actions. Deal 1 psychic damage to a target within 15 spaces. Each turn, the damage dealt is doubled. Lasts until dispelled. Arcana vs Will.
13B13Curse Of Pain6 act6 actions. Deals 1d8 psychic damage to a target within 15 spaces each turn. Lasts until dispelled. Arcana vs Will.
13C13Glibness3 act3 actions. You may replace all Charisma rolls with a 13 (adding totals afterward). Also, you cannot be perceived to be lying by any means. Lasts 10 turns or 1 hour. Must roll 26+ Arcana.
Upgrades:
  1. Glibness + (L14) β€” Replace with 18 (adding totals afterward).
13D13Shadow Of Moil2 act2 actions. You protect yourself or an ally with shadows. For 5 turns, all Holy damage against them is halved. Persuasion vs Will.
14A14Curse Of Fragility6 act6 actions. Curses a target within 15 spaces, reducing their total Armor by 1/4 (rounded up). Lasts until dispelled. Arcana vs Will.
14B14Curse Of Weakness6 act6 actions. Curses a target within 15 spaces. Damage from all their attacks is reduced by 3. Lasts until dispelled. Arcana vs Will.
14C14Arms Of Hadar6 act6 actions. Shadow tentacles attack all targets within 2 spaces for 2d6 damage. Those affected cannot make actions with an action cost of 5+. Lasts 1 turn. Arcana vs Fortitude.
Upgrades:
  1. Arms Of Hadar + (L15) β€” +1d6 damage. Affects all targets within 3 spaces.
  2. Arms Of Hadar ++ (L16) β€” +1d6 damage. Prevents actions with action cost of 3+.
14D14Maddening Darkness4 act4 actions. Plunges a 5x5 space area into magical darkness. Only you, chosen targets, and those with Darkvision can see through the darkness. The darkness can move independently at 1 space per 2 actions. Lasts 3 turns. Must roll 26+ Arcana.
Upgrades:
  1. Maddening Darkness + (L15) β€” Everyone in the area also takes 1d8 psychic damage each turn.
15A15Curse Of Befuddlement6 act6 actions. Curses a target within 15 spaces. The actions cost for that target's speech and spells is doubled. Lasts until dispelled. Arcana vs Will.
15B15Curse Of Paranoia6 act6 actions. Curses a target within 15 spaces. Every time that target makes an attack, they must first roll 1d10. On a 3 or less, they forgo the attack and spend the rest of their turn running from their target. Lasts until dispelled. Arcana vs Will.

Demonic Pactgenerated name

cols F-H Β· levels 11-15 Β· 9 abilities
LvlCellAbilityCostRules
11G11Patron600 act600 actions. You convince an ethereal being, any greater creature that is not of the material plane, to permanently be your Patron. This is a soul-contract: They provide you with Warlock abilities (and possibly other boons, depending on the type of being), and in turn, you must advance their personal cause whenever they demand it. See your GM for details about the contract. Only 1 Patron will sponsor you at a time. You may attempt to claim a different Patron, at the risk of suffering your current Patron's wrath. Must roll 20+ Persuasion (greater beings require greater rolls).
12G12Summon Demonβ€”Demons are beings from a shadowy dimension that you can place under your control for a short time. Your demons’ HP and Armor are based off of your own. You are not limited to 1 type of demon to summon, but you may only cast this once per battle. Demons obey your commands completely, even if they are self-destructive. Lasts 5 turns or until killed. Must roll 24+ Spirituality. Hellhounds (x2): 100% HP, 50% Armor, 14 Fortitude, 20 Reflex, 0 Will. Slash (3 actions, 1 range, 2d8 Slashing damage), Reinforce (4 actions, 1 Hellhound instantly appears at the other’s side, no matter how far apart). If one Hellhound dies, the other will instantly vanish. Imp: 50% HP, 0 Armor, 10 Fortitude, 28 Reflex, 0 Will. Fireball, Chain Lightning. The Imp never runs out of fireballs, but refuses to be within 3 spaces of an enemy and will move away as soon as possible. Succubus: 100% HP, 100% Armor, 18 Fortitude, 15 Reflex, 0 Will. Backhand (3 actions, 1 range, 1d10 Bludgeoning damage), Downgrade (5 actions, 2 range, reduces an enemy’s Armor by 3), Demonic Kiss (5 actions, 1 range, heals an ally for 2d6 HP, does not work on Lawful Good allies), Stun (5 actions, 1 range, 1d10 bludgeoning damage, target loses 6 actions next turn). Felguard: 200% HP, 250% Armor, 26 Fortitude, 0 Reflex, 0 Will. Felsword (4 actions, 1 range, 2d12 Slashing damage), Intimidate, Leap. The Felguard instantly Taunts anyone within 5 spaces who attacks you. Poltergeist: 150% HP, 0 Armor, 0 Fortitude, 35 Reflex, 0 Will. Haunt, Grapple, Stealth, Vanish. The Poltergeist takes joy in scaring enemies. If it uses Haunt while in Stealth, its enemy will run in fear for 6 turns instead of 5. If it successfully haunts 3 enemies, the Poltergeist will stick around 1 extra turn.
13F13Sacrifice Demon4 act4 actions. Sacrifice 1 of your Demons to deal 3d6 damage and stun everyone next to it for 1 turn. This may be used as many times as you have Demons. Spirituality vs Will.
Upgrades:
  1. Sacrifice Demon + (L14) β€” This can be used on your Undead minions.
  2. Sacrifice Demon ++ (L15) β€” Demons instead deal 3d10 damage upon sacrifice.
13G13Demonic DuoPassivePassive. You may cast Summon Demon twice during a battle.
13H13Hellish RebukeReactiveReaction. If you are attacked by someone you can see, you encase them in hellfire, dealing 2d6 fire damage with 1/3 ignition chance. Arcana vs Will.
Upgrades:
  1. Hellish Rebuke + (L14) β€” 3d6 fire damage, 2/3 ignition chance. You may use this 2x per battle.
  2. Hellish Rebuke ++ (L15) β€” 4d6 fire damage, guaranteed ignition. You may use this 3x per battle.
14G14TrifectaPassivePassive. You may cast Summon Demon 3 times during a battle.
14H14Witch Bolt6 act6 actions. You shoot lightning at your target, dealing 1d12 damage (doubled if Armor 7+). You may cast this consecutively on the same target, but can make no other actions during this time. Arcana vs Fortitude.
Upgrades:
  1. Witch Bolt + (L15) β€” +1d12 Lightning damage
15G15Hell On Earth6 act6 actions. You rain down fire on a 5-by-5 space area. Each turn you cast this spell, everyone in this area takes 4d8 fire damage with 1/3 ignition chance. You may move the area by 1 space each turn. Lasts for as long as you concentrate. Arcana vs Reflex.
15H15Hunger Of Hadar6 act6 actions. Opens a 1-space portal to the Nether Realm. Lasts as long as you make no other actions. Everyone in the vicinity is pulled 4 spaces toward it each turn. If held open for 3 turns, large tentacles will begin to reach out and grab targets. Oxygen is also pulled through the portal, and will gradually disappear depending on the vicinity. Must roll 32+ Spirituality.

Necromancygenerated name

cols J-L Β· levels 12-15 Β· 11 abilities
LvlCellAbilityCostRules
12J12Raise Skeleton6 act6 actions. Raises a corpse as a skeleton under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 16 or lower on Arcana, the creature will eventually break free from your control. Lasts until defeated. Must roll 12+ Arcana. Skeleton: 12 HP, 5 Fortitude, 7 Reflex, 0 Will, 0 Armor. Weapon: Bone Blade (3 actions, 1 range, 1d6 slashing damage)
12K12Hex5 act5 actions. If your target has any negative effects on them, the lengths of those effects are extended by 2 turns. If the target dies while still hexed, you may move the hex to another target within 5 spaces, and the effect's length will be refreshed. Arcana vs Will.
Upgrades:
  1. Hex + (L13) β€” Extended by 4 turns.
12L12Raise Zombie6 act6 actions. Raises a corpse as a zombie under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 16 or lower on Arcana, the creature will eventually break free from your control. Lasts until defeated. Must roll 12+ Arcana. Zombie: 20 HP, 7 Fortitude, 2 Reflex, 0 Will, 1 Armor. Unarmed (2 actions, 1 range, 1d4 bludgeoning damage), Bite (5 actions, 1 range, 1d4 piercing damage. On a critical hit, the enemy is infected. Within 24 hours, the enemy will die and be raised as a new zombie)
13J13Armor Of Agathys4 act4 Actions. Gain 10 Temp HP. While this is active, melee attackers take 1d4 Cold damage and are suffer -1 action on their next turn. Lasts 10 turns or until Temp HP is lost. Must roll 16+ Arcana.
Upgrades:
  1. Armor Of Agathys + (L14) β€” 15 Temp HP, 2d4 Cold damage, 2-action slow
  2. Armor Of Agathys ++ (L15) β€” 20 Temp HP, 3d4 Cold damage, 3-action slow
13K13Circle Of Death6 actRequires Raise Skeleton or Raise Zombie. 6 actions. Deal 2d6 psychic damage to all targets within 2 spaces. If they die, they are instantly raised as zombies/skeletons under your control. If they survive, they are stunned for 1 turn. Arcana vs Will.
Requires: Raise Skeleton or Raise Zombie
Upgrades:
  1. Circle Of Death + (L14) β€” The circle remains in place for 1 turn. You must roll again to deal damage and stun targets.
  2. Circle Of Death ++ (L15) β€” The circle remains in place for 2 turns. You must roll again to deal damage and stun targets.
13L13Enfeeblement5 act5 actions. You fire a dark energy beam at a target within 10 spaces, reducing their Actions, Strength, Dexterity, and Armor by 1. Lasts 4 turns. This can be cast as often as you wish during battle. The effect stacks up to 5 times on a single target. Intimidate vs Will.
14J14Raise Ghoul6 act6 actions. Raises a corpse as a ghoul under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 26 or lower on Arcana, the creature will eventually break free from your control. Must roll 22+ Arcana. Ghoul: 23 HP, 6 Fortitude, 12 Reflex, 0 Will, 0 Armor. Unarmed (2 actions, 1 range, 1d4 bludgeoning damage). Haunt (4 actions, 4 range, Sends a target running in fear for 2 turns), Possess (6 actions, 2 range, Jumps into a target's body to control their actions for 1 turn). Can move through walls.
14K14Soul Cage4 actRequires a container. 4 actions. You concentrate on a target within 10 spaces, unable to cast any other spells. You may cast this as often as you wish in battle. If the target dies while under your concentration, you collect their soul and store it in your container. While you have this soul, you may ask it questions about its life and it must answer truthfully, if grudgingly. You may consume the soul for 4 actions to heal 2d8 HP. Each soul you trap requires its own container. Spirituality vs Will.
14L14Raise Mummy6 act6 actions. Raises a corpse as a mummy under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 26 or lower on Arcana, the creature will eventually break free from your control. Must roll 22+ Arcana. Mummy: 30 HP, 13 Fortitude, 2 Reflex, 0 Will, 4 Armor. Unarmed (2 actions, 1 range, 1d4 bludgeoning damage). Curse of Nightmares (6 actions, 2 range, target loses ability to sleep due to fear), Curse of Vulnerability (6 actions, 5 range, target loses 1 Armor, Reflex, and Will each turn), Curse of Sleep (6 actions, 2 range, target goes to sleep for 6 turns), Curse of Shame (6 actions, 4 range, all targets lose 5 accuracy on all their attacks for 3 turns). Weak against fire.
15J15Raise Lich6 act6 actions. Raises a corpse as a lich under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 36 or lower on Arcana, the creature will eventually break free from your control. Must roll 32+ Arcana. Lich: 48 HP, 4 Speed, 13 Reflex, 14 Will, 9 Armor. Weapon: Greatsword (2-Handed, Slashing, 2d12 damage, +1 accuracy). Basic Attack, Weapon Enchantment (Frost), Cone of Cold (Blasts enemies in a cone shape with 3d8 frost damage), Raise Undead - Tier 1 (Raises a skeleton/zombie to fight for it).
15L15Raise Vampire6 act6 actions. Raises a corpse as a vampire under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 36 or lower on Arcana, the creature will eventually break free from your control. Must roll 32+ Arcana. Vampire: 45 HP, 7 Speed, 12 Reflex, 12 Will, 5 Armor. Unarmed (Bludgeoning, 1d4 Damage). Basic Attack, Bite (1W Damage to an adjacent enemy. If it deals damage, it heals 1d6 HP and infects the enemy with Vampire saliva. Within the next 24 hours, the enemy will die and be raised as a new Vampire), Seduce (Makes an aggressive enemy docile), Ambush (Leap next to an enemy and reduce their Armor by 5).