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.
| 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
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7/1/2025 2:53:19 AM
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Coming Soon
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