Base Class: Warlock
| The Cursed Immortal | |||||||
|---|---|---|---|---|---|---|---|
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
| 1st | +2 | Otherworldly Patron, Pact Magic, Curse of Longevity | 2 | 2 | 1 | 1st | - |
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
| 4th | +2 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 5 | 2 | 2nd | 2 |
| 5th | +3 | 3 | 6 | 2 | 3rd | 3 | |
| 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
| 7th | +3 | 3 | 8 | 2 | 4th | 4 | |
| 8th | +3 | Ability Score Improvement, Eldritch Versatility (Optional) | 3 | 9 | 2 | 4th | 4 |
| 9th | +4 | 3 | 10 | 2 | 5th | 5 | |
| 10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 11 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
| 14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 13 | 3 | 5th | 7 |
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
| 18th | +6 | 4 | 14 | 4 | 5th | 8 | |
| 19th | +6 | Ability Score Improvement, Eldritch Versatility (Optional) | 4 | 15 | 4 | 5th | 8 |
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
Otherworldly Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
| Celestial | Xanathar's Guide to Everything |
| Undying |
Sword Coast Adventurer's Guide |
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Curse of Longevity
You have been cursed with eternal existence, your very soul tied to the plane you live on.
Starting at 1st level, if you die (i.e. fail your death saves) you will reawaken at the next sunrise where you fell with full health. This will occur even if your body is destroyed. This can happen a total of 9 times, the first 8 removing a key part of your identity as a living being and the 9th removing your body from you leaving your spirit forever lost and roaming the world. When you die, roll on the aspect table. You permanently lose that aspect of yourself and gain the associated effect. Nothing can allow you to regain these aspects, once they are gone they simply cease to exist.
Whenever you lose an aspect, one of the runes on the Pact of Nine Lives bracer dims. When all aspects have been lost and you die for the 9th time, you experience the final death. Your corporeal form ceases to exist and your spirit forever wanders the world aimlessly, forever searching for rest.
|
Aspects (Roll a d8) |
Aspect Effects |
| Morality | Your alignment becomes True Neutral. |
| Memory |
You gain disadvantage in History checks, as well as any checks requiring you to recall information. You lose your personality traits not given by this table. |
| Belief | You gain disadvantage in Religion checks, as well as any checks relating to religious materials. You also lose your ideals. |
| Aspiration |
You struggle to come up with new ideas. You gain the personality trait "With the Flow. I'm not really great at plans, I tend to ride the waves and follow those I trust." |
| Empathy | You gain disadvantage in Persuasion checks. You gain the flaw "Apathetic. I don't care for the whims of the world. What happens happens, why should I care or worry?" |
| Emotion |
You gain disadvantage in Charisma saving throws. You have trouble making new relationships, and maintaining the ones you have. |
| Courage |
At the DM's discretion, roll a DC 10 Wisdom saving throw. On a fail, you become frightened and are frozen in fear. You may reroll your save at the beginning of each turn or at the DM's discretion. |
| Interests |
You lose all tool proficiencies. You lose your bonds. |
Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.
Pact of Nine Lives
- You gain a bracer that is permanently attached to your arm. This bracer provides no bonus to AC. The bracer glows with 9 unreadable runes representing the 9 aspects of self you have remaining. Once per rest, you may raise the bracer to block an attack. The bracer takes the brunt of the damage halving the damage you take.
- You learn the Id Insinuation spell. Outstretching your arm, the runes rise from the bracer and fly towards the target of the spell, embedding themselves in the head of the target as long as the spell is active. To cast this spell, you must perform a ritual effectively charging the bracer for the spell's use at a later time. This spell does not count against the number of spells you can know.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Eldritch Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:
- Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list
- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
--
-
---
-
----
-
-----
-
-
View User Profile
-
Send Message
Posted Aug 8, 2024There's not much difference other than what I thought would be a really cool flavor to play with. While the detriment of gaining disadvantages and what not as the game progresses seems bad, I feel as though it balances with the fact that your character isn't permanently dead. Any feedback is welcome!