Warlock
Base Class: Warlock

The Realmkeeper

Arcane Reservoir

Starting at 1st level, you are able to use your inherent magical abilities in conjunction with your Patron's.

You learn two cantrips from either the warlock or wizard spell list. These count as warlock cantrips for you.

You learn an additional warlock or wizard cantrip at 5th, 10th, and 14th level.


Spell Slots

The Realmkeeper Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.



Spells Known of 1st-Level and Higher

You know two 1st-level spells of your choice from the warlock or wizard spell list.

The Spells Known column of the Realmkeeper Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in the warlock class, you can replace one of the spells you know with another spell of your choice from the warlock or wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcane Reservoir spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


The Realmkeeper Spellcasting

Warlock Level

Spells

Known

— Spell Slots per Spell Level —

 

 

 

1

2

3

4

5th

 

 

 

1st

2

2

—

—

—

—

 

 

 

2nd

3

3

—

—

—

—

 

 

 

3rd

4

3

1

—

—

—

 

 

 

4th

5

3

2

—

—

—

 

 

 

5th

6

3

2

1

—

—

 

 

 

6th

7

4

2

1

—

—

 

 

 

7th

8

4

2

1

1

—

 

 

 

8th

9

4

3

1

1

—

 

 

 

9th

10

4

3

1

1

1

 

 

 

10th

11

4

3

2

1

1

 

 

 

11th

12

4

3

2

2

1

 

 

 

12th

13

4

3

2

2

2

 

 

 

13th

14

4

3

2

2

2

 

 

 

14th

15

4

3

3

2

2

 

 

 

15th

16

4

3

3

3

2

 

 

 

16th

17

4

3

3

3

2

 

 

 

17th

18

4

3

3

3

2

 

 

 

18th

19

4

3

3

3

2

 

 

 

19th

20

4

3

3

3

2

 

 

 

20th

21

4

3

3

3

2

 

 

 

Charming Wit

Starting at 6th level, you may use your Charisma modifier for spells cast using Arcane Reservoir instead of Intelligence.

Warden's Authority

Starting at 10th level when you make an attack roll or cast a spell that requires a creature to make a saving throw, you may make the attack roll at advantage, or cause the creature to make the saving throw at disadvantage.

You may use this feature a number of times equal to your Charisma modifier (minimum of 1).

Warden's Fire

Warden’s Fire

Starting at 14th level, you have perfectly integrated your own magic with your Patron's.  Based on the alignment of your Patron, gain the following benefits:

Heartfire (Neutral aligned Patrons)

  • You may cast any non-combat spell that you know (one that does not deal damage of any kind) without expending a spell slot, at its original level. You may do this a number of times equal to half of your Charisma modifier, rounded down, per long rest. (minimum of 1)
  • The duration of all spells you cast that don't have a duration of "Instantaneous" are doubled.
  • You may cast a spell that normally has a casting time of 1 action as a bonus action. You may do this a number of times equal to you Charisma modifier, per short rest.

Hellfire (Evil aligned Patrons)

  • Your ranged spell attacks ignore half and three-quarters cover
  • Add your Charisma and Intelligence modifiers to damage rolls for ranged spell attacks that you make. (Including cantrips)
  • Any single target ranged spell attacks you make can now deal damage to  any creatures you choose within 5 feet of the spell's target.

Soulfire (Good aligned Patrons)

Starting at 14th level, you have perfectly integrated your own magic with your Patron's.  Based on the alignment of your Patron, gain the following benefits:

  • Make saving throws to maintain concentration on a spell at advantage.
  • Add your Charisma modifier to damage rolls for spells you cast that make creatures make saving throws. (Including cantrips)
  • When a creature succeeds on a saving throw caused by one of your spells, that creature takes half damage if it would have taken none.

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2021 10:44:57 PM
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