Warlock
Base Class: Warlock

Some patrons offer power. Yours offers questions.
Whispers in forgotten languages, diagrams etched into your dreams, visions of patterns that do not belong to this reality — the Curious One does not seek worship, obedience, or even loyalty. It seeks only your mind, prying it open layer by layer.

Scholars argue over its nature. Some claim it is a rogue fragment of a dead god’s consciousness, obsessively cataloging the cosmos. Others insist it is an outsider mathematician, an intellect so vast it perceives reality as a puzzle waiting to be solved. A few believe it is the first curiosity ever born — a primordial hunger for understanding that learned to think.

Whatever the truth, your patron’s gifts are not gentle. Each revelation comes with a price: sleepless nights staring at invisible patterns, sudden flashes of insight you cannot explain, and the nagging dread that the next question you ask might be the one that breaks you.

Warlocks of the Curious One walk a razor’s edge between enlightenment and unraveling.
And your patron watches with fascination, eager to see which way you fall.

Level 3: Unbound Secret

As a bonus action, choose Intelligence or Wisdom. For 10 minutes, you gain: Advantage on ability checks using that ability and a bonus to those checks equal to your Charisma modifier. You can use this ability times equal to your charisma bonus.

Level 3: Curious spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Curious Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock Level Spells
3 Comprehend Languages, Detect Magic, Identify, Detect Thoughts, Augury
5 Clairvoyance, Fear
7 Divination, Locate Creature
9 Contact Other Plane, Scrying

Level 6: Impenatrable Mind

Your patrons' knowledge has adapted your mind to many things that no mortals have seen or heard.

You are immune to the frightened condition, have resistance to psychic damage, and an advantage on saving throws against being charmed.

Level 10: Esoteric Revelaton

Your patron grants you the ability to see the hidden essence within living beings.

As an action, choose one creature you can see within 60 feet. Your patron reveals glimpses of its true nature. You learn three of the following characteristics (your choice):

  • Its lowest ability score

  • Its highest saving throw

  • One of its damage resistances or immunities

  • One of its damage vulnerabilities, if it has any

  • Whether it possesses Legendary Resistance, and how many uses remain

  • The general nature of one special trait (“it can charm enemies,” “it can teleport,” “it regenerates,” etc.)

In addition, choose one benefit to gain for 1 minute against the target:

  • +2 bonus to AC against its attacks

  • Advantage on saving throws against its abilities

  • Deal an extra 1d6 damage to the target once per turn

Once you use this feature, you can’t use it again until you finish a long rest.

Level 14: Forbidden Insight

Your mind touches truths that mortals were not meant to grasp. As an action, choose one creature you can see within 60 feet. You instantly delve into a hidden layer of its essence, unveiling a catastrophic vulnerability.

For 1 minute, you gain all of the following benefits against that creature:

  • Exploit Weakness. Once per turn when you deal damage to the creature, you can deal an additional 2d8 psychic damage.

  • Perfect Prediction. You have advantage on attack rolls against the creature.

  • Shattering Words. As a bonus action on your turn, you can force the creature to make a Wisdom saving throw against your spell save DC. On a failure, the creature has disadvantage on its next attack roll before the start of your next turn.

After this feature ends, you must succeed on a DC 15 Wisdom saving throw or take 4d6 psychic damage as the forbidden knowledge lashes back at your mind.

You can use this feature once per long rest.

Previous Versions

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11/24/2025 10:28:02 AM
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