Warlock
Base Class: Warlock

You have forged a pact with a being of immense power and ruin—perhaps a fallen star, a tyrant god, or the fractured essence of your own ambition. Through this bond, you become a herald of annihilation, your magic imbued with destructive force and relentless presence.

Level 3: Level 3: Ruin Spells

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Ruin Spells table, you always have the following spells prepared, and they count as warlock spells for you.

Ruin Spells
Warlock Level Spells
3 Command, Dissonant Whispers, Shatter, Moonbeam
5  Fireball, Major Image
7  Blight, Phantasmal Killer
9 Flame Strike, Mislead 

Level 3: Level 3: Surrender to Power

As a bonus action, you enter a state of overwhelming magical force for 1 minute:

  • You gain a flying speed of 20 feet.
  • While wearing light armor, your AC increases by 1.
  • Your flying speed increases by 5 feet and your AC by 1 for each level of your Pact Magic spell slot.

You can use this feature twice per long rest. If you have no uses remaining, you can expend a Pact Magic spell slot to use it again.

Surrender to Power Level

As a Bonus Action, you let your patrons energies surge through you, gaining a 30 foot flight speed and increase your AC by 1 while in light armor. Your AC increases by 1 and your gain an additional 5 flight speed per the Pact Magic casting level. You can do this two times a long rest. If you have no uses of Pact Stance left, you can use a Pact Magic Spell Slot.

Activate (levels 3-4)

As a Bonus Action, you let your patrons energies surge through you, gaining a 30 foot flight speed and increase your AC by 1 while in light armor. 

Activate (Levels 5 & 6)

As a Bonus Action, you let your patrons energies surge through you, gaining a 35 foot flight speed and increase your AC by 2 while in light armor.

Activate (Levels 7 & 8)

As a Bonus Action, you let your patrons energies surge through you, gaining a 40 foot flight speed and increase your AC by 3 while in light armor.

Pact Test (Level 9+)

As a Bonus Action, you let your patrons energies surge through you, gaining a 45 foot flight speed and increase your AC by 4 while in light armor.

Level 6: Level 6: Cascading Ruin

Your weapon and spell ranges are all increased by 5. You can cast Eldridge Blast as a bonus action.

Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.

Level 10: Level 10: Harsh Beginnings

When you roll initiative or as a bonus action on your turn, you can invoke a wave of fear:

  • Each creature of your choice within 30 feet must succeed on a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn.
  • A creature that succeeds has its speed halved until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 14: Level 14: Meteor

As a magic action, you call down a meteor at a point you can see within 150 feet. A 50-foot-radius, 40-foot-high cylinder of fire and stone erupts from that point.

Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and 5d10 bludgeoning damage, and can’t take reactions until the start of its next turn. On a successful save, the creature takes half damage and is knocked prone.

The area becomes difficult terrain.

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

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2025 2:53:19 AM
10
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Coming Soon

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