Warlock
Base Class: Warlock

During your adventures, you have encountered a powerful sentient item that grants powerful magic to you while also affilicting you with a terrible curse. Some Warlocks embrace this accursed power, while others try to resist it and the tempting voice that lurks within the item. The voice could belong to a powerful ancient being bound to the item, a lost soul that is just as cursed as you are or the items curse personified.

Level 3: Cursed Item

You have found a sentient cursed item that serves as your Warlock patron. When you gain this feature, you gain a magic item that has the properties listed below:

Item Type. You choose if the magic item is either a simple or martial weapon, a suit of light or medium armor, a shield or an arcane focus. You are considered proficient and trained with it even if you lack proficiency or training with that type of equipment. It has no magical properties other than the ones it has from this feature.

Enchantment. The item is affected by two enchantments from the enchantments table below, which you either choose or determine randomly when you gain this feature. When rolling on the table and rolling a property that does not affect your type of item, reroll. Whenever you gain a Warlock level, you can replace one of the items enchantments with another one. Only you can use the items enchantment while wearing or wielding the item.

Item Charges. Most enchantments require you to expend item charges. Your magic item has a number of charges equal to twice your warlock level. It regains all expended charges when you finish a long rest.

Curse. The Magic Item that grants you your power also afflicts you with a curse from the curses table below, which you either choose or determine randomly when you gain this feature. If the item is destroyed or an effect would remove the curse of the item, the item instead disappears and reappears among your equipment when you finish your next long rest. If it is on the same plane of existence, you can summon the item as a bonus action on your turn, causing it to teleport instantly to your hands. Whenever you gain a Warlock level, you can replace the items curse with another one.

Sentience. Your magic item is a sentient item that serves as your Warlock Patron. You determine its alignement and charisma, intelligence and wisdom scores when you gain this feature, it has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with you while you are on the same plane of existance as it. You decide its personality, what languages it knows and to what extent it can communicate with you when you gain this feature. For example, some sentient items might only be able to communicate through emotions and impulses, while others might be able to hold full conversations with their wielders.

Enchantments

d20 Enchantment
1 Choose one first level spell on the warlock or wizard spell list that has a casting time of one action. You can cast that spell without expending a spell slot using 1 item charge. You can change this spell whenever you finish a long rest.
2 When you deal damage to a creature that isn't a construct, you can expend one or more item charges, up to an amount equal to your charisma modifier to roll a number of d4s equal to the item charges spent and add them together. You deal an additional amount of necrotic damage to that creature equal to the rolls total and then regain hit points equal to the additional damage dealt to that creature. This enchantment doesn't affect suits of armor or shields.
3 When you fail a constitution saving throw to maintain concentration on a spell, you can spend 2 item charge to succeed instead. This enchantment doesn't affect weapons.
4 When you roll a 17, 18 or 19 on an attack roll, you can spend 2 item charges to treat that roll as a 20. This enchantment doesn't affect suits of armor or shields.
5 When you hit a creature with an attack roll, you can expend 1 item charge to force that creature to make a wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn.
6 When you take the attack action, you can expend 1 item charge to increase the weapons reach by an additional 10 feet until the start of your next turn. This enchantment only affects weapons. 
7 You can take a bonus action to expend 1 item charge to become invisible until the start of your next turn or until you make an attack roll, deal damage, or cast a spell.
8 As a bonus action, you can expend one or more item charges, up to an amount equal to your charisma modifier to roll a number of d8s equal to the item charges spent and add them together. You then gain temporary hit points equal to the rolls total.
9 You gain resistance to one type of damage that you choose when you gain this feature. You can take a magic action to expend 2 item charges and change the damage type this item grants you resistance to. This enchantment only affects shields or suits of armor.
10 You can don or doff this armor as a bonus action, and you can expend one item charge to take the dash or disengage action as a bonus action. This enchantment only affects suits of armor.
11 You can expend 2 item charges to teleport to a point you can see within 30 feet of you as a bonus action. 
12 As a magic action, you emit bright light in a 20-foot emanation until you take another magic action to dim the light. When a creature within the emanation deals damage to you, you can take a reaction to expend 1 item charge and force the creature to make a constitution saving throw against your spell save DC or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
13 As a bonus action, you can expend 2 item charges to become Large, along with anything you are wearing if you are smaller than large. While you are large, you can add your charisma modifier to any ability checks and saving throws you make using strength, and your reach increases by 5 feet. This enchantment doesn't affect a spellcasting focus.
14 As a bonus action, you can expend 2 item charges to gain a flying speed equal to your speed until the end of your next turn.
15 When you reduce a creature to 0 hit points during your turn, you can expend 4 item charges to gain another action on this turn. You can only use this action to take the attack action or cast a warlock cantrip. You can only use this property once on each of your turns.
16 You can attempt to cast a spell that you do not know or have prepared without expending a spell slot. The spell you choose must be on the wizard, warlock or sorcerer spell list and of a level equal to or lower than your pact magic slots, it must have a casting time of one action and you must provide the spell's components. To cast the spell you must expend a number of item charges equal to 1 plus the spells level and then succeed on a charisma check. The DC is 10 +  the level of the spell. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action and item charges used to cast the spell is wasted. Once you cast a spell in this way, you cant cast the same spell again until you finish a long rest. This enchantment only affects a spellcasting focus. 
17 When you take damage from a creature that is within 10 feet of you, you can take a Reaction to expend 1 item charge and make one melee spell attack against that creature. On a hit, the target takes 2d6 plus your charisma modifier in necrotic damage and can't regain hit points until the end of its next turn. This enchantment doesn't affect a spellcasting focus.
18 When you reduce a creature to 0 hit points, you can expend one or more item charges up to an amount equal to your charisma modifier to roll a number of d8s equal to the item charges spent and add them together. You then regain hit points equal to the rolls total. This enchantment doesn't affect shields.
19

When you drop to 0 hit points but don't die outright, you can use a reaction to expend 2 item charges and instead drop to 1 Hit Point.

20

When you reduce a creature that isn't a construct to 0 hit points, you can expend 4 item charges to summon a Shadow in its space. The shadows hit points and hit point maximum change to an amount equal to your warlock level plus your charisma modifier when you summon it, and its attack rolls use your spell attack bonus. The shadow is an ally to you and your allies. In combat, the shadow shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it follows the commands your sentient item gives to it telepethically. The shadow vanishes after 1 minute or when you summon another creature using this feature. 

 

Curses

d20 Enchantment
1 When you spend item charges, you take necrotic damage equal to twice the number of item charges spent. When level 1+ spell, you take necrotic damage equal to twice the spells level. You can't resist this damage.
2 Whenever you take damage, you take additional necrotic damage equal to your proficiency bonus. You can only take this damage once per turn and you can't resist this damage.
3 Your constitution score is reduced by 2, and you have disadvantage on constitution saving throws.
4 When you roll a 2,3,4,5 or 6 on an attack roll or saving throw, that roll fails regardless of any modifiers, the targets AC or the saving throws DC. 
5 Your wisdom score is reduced by 2, you have disadvantage on saving throws to avoid being charmed or frightened, and you can't be immune to these conditions. 
6 Attack rolls made against you by creatures within 5 feet of you are made at advantage, and you gain no benefit from half or three quarters cover.
7 You emit bright light in a 10-foot emanation that imposes disadvantage on any stealth or slight of hand chacks you make. When you miss with an attack roll, you must succeed on a DC 10 constitution saving throw or be blinded until the end of your next turn.
8 Once per turn when you gain temporary hit points or regain hit points, you subtract your proficiency bonus from that amount. You have disadvantage on death saving throws.
9 You gain vulnerability to one type of damage that you choose when you gain this feature. You ignore any resistances or immunities you have to that damage type.
10 Your dexterity score is reduced by 2, and your speed is reduced by 10 feet.
11 You can't take the dash, disengage or dodge action and opportunity attacks against you are made at advantage. When you take damage from an opportunity attack your speed is reduced to 0 until the start of your next turn.
12 You have disadvantage on Wisdom(Perception) checks and attack rolls while in bright light. When you take radiant damage, you are blinded until the end of your next turn.
13 Your strength score is reduced by 2, and you have disadvantage on strength saving throws.
14 You have disadvantage on dexterity saving throws and saving throws to avoid being moved against your will, and you take twice as much damage from falling.
15 When you take damage while bloodied, you must succeed on a wisdom saving throw (DC 10 plus your proficiency bonus) or become magically enraged for 1 minute. While enraged, you must use your action to attack the nearest creature with a weapon or a warlock cantrip and must make any opportunity attack if possible. If you have multiple possible targets, you determine your target at random. You can repeat the saving throw at the end of each of your turns, ending the effect on yourself on a success.
16 Your intelligence score is reduced by 2. When you finish a long rest, you must randomly determine a number of spells that you know equal to your proficiency bonus. Until you finish your next long rest you can't cast these spells.
17 When you deal damage to a creature that creature can take a reaction to make one attack against you.
18 When you reduce a creature to 0 hit points, you take necrotic damage equal to your level. You can't resist this damage.
19 When you start your turn while bloodied and you aren't unconscious, you take necrotic damage equal to your proficiency bonus. You can't resist this damage and you do not take this damage if you are at 0 hit points.
20 If you or an ally within 60 feet of you reduces another creature to 0 hit points, roll a d4. On a 4, a Specter is summoned in its space that is hostile towards you. The Specter gains a bonus to its attack rolls, damage rolls and Save DC's equal to your proficiency bonus, and its hit points and hit point maximum change to an amount equal to your proficiency bonus times 5 when it is summoned. The Specter disappears after 1 minute or when it is reduced to 0 hit points.

Cursed Spells

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

Cursed Spells
Warlock Level Spells
3 identify, Bless, Spiritual Weapon, Magic Weapon
5 Bestow Curse, Remove Curse
7 Fabricate, Blight
9 Contagion, Geas

Level 6: Curses and Blessings

You have learned to replicate the curses and enchantments of your cursed item. You gain the following benefits:

Enchant Item. As a magic action, you can touch one nonmagical item. The item has to be a simple or martial weapon, a suit of armor, a shield or an item commonly used as a spellcasting focus, such as a wand or a holy symbol. You enchant the item with an enchantment on the enchantments table from your cursed item feature, which you either randomly determine by rolling on the table or choose the enchantment by expending on charge of your cursed item. The item then becomes a magic item with a number of charges equal to your charisma modifier (minimum of 1) that requires attunement. The enchantment uses your charisma modifer, Warlock level, and proficiency bonus. A creature attuned to the item can expend that items charges to use the items enchantment while wielding or wearing it. The item regains all expended charges at dawn, and the item retains its magical properties until you enchant another item in this way.

Curse Creature. Once during each of your turns when you hit a creature with an attack roll, you can attempt to curse that creature. The creature has to succeed on a wisdom saving throw against your spell save DC or be afflicted with one curse effect on the curses table from your cursed item feature for 7 days, which you either determine randomly by rolling on the table or choose by expending on charge of your cursed item. The creature can repeat the saving throw whenever it finishes a Long Rest, ending the curse on itself on a success. You can use this feature in this way a number of times equal to your charisma modifier, and you regain all expended uses when you finish a Long Rest.

Level 10: Improved Cursed Item

Your cursed magic item becomes stronger. It gains one of the following benefits, depending on the type of item.

Weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This bonus increases to a +3 when you reach Warlock level 14.

Arcane Focus. While holding this item, you gain a +1 bonus to spell attack rolls and spell save DC. This bonus increases to a +2 when you reach Warlock level 14.

Armor or Shield. While holding or wearing this item, you have a +1 bonus to AC. This bonus increases to a +2 when you reach Warlock level 14.

Additionally, the item is affected by one additional enchantments on the enchantments table from your cursed item feature, which you determine randomly or choose when you gain this feature.

Level 14: Vicious Curse

Your enchantments have grown in power, and so has your curse. You gain the following benefits:

Empowered Blessing. When you enchant an item using your curses and blessings feature, you can also give it the enchantment of a Weapon, +2 if it is a weapon, a rare Wand of the War Mage if it is a spellcasting focus, Armor, +1 if it is a suit of armor or a Shield, +1 if it is a shield. This enchantment vanishes along with the items other enchantment when you enchant another item in this way.

Vicious Curse. When you successfully curse a creature using the curses and blessings feature, you can also designate one ally other than yourself that you can see within 120 feet of yourself. When the creature deals damage to that ally while cursed, it has to succeed on a wisdom saving throw against your spell save DC or take 5d8 psychic damage. A creature can only take this damage once per turn.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2024 11:59:15 AM
36
13
1
Coming Soon
9/29/2025 7:59:32 PM
188
57
1.1
Coming Soon
1/23/2026 8:41:38 PM
195
16
1.2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes