Warlock
Classes define your unique strengths.
When multi-classing under level 20, players gain the core feature of a second class at level 10 in that class.
In Ascended play (beyond level 20) a character gains the core feature of any new class they take at level 20 in that class.
Core Features
Invocations
- Gain Invocation list as talents options.
- Gain one Invocation that does not count against your total talents
- Proficiency determines highest invocation level you can gain/use (level capped by proficiency).
Class Talents and Fighting Styles
- Start with 2 talents at level 1.
- Gain more talents equal to your proficiency each time proficiency increases.
- May reassign 2 talents each time proficiency increases (or every 5 levels after level 20)
Fighting Styles
Any class may pick a Fighting Style instead of a class talent. You cannot take the same Fighting Style more than once.
Options:
- Ranged: Increase ranged weapon range by 10ft per proficiency.
- Defense: While wearing armor, decrease damage by proficiency an extra time.
- Dueling: One-handed weapon + empty offhand—add damage equal to SD spent on attack.
- Great Weapon Fighting: When rolling 1 or 2 on a damage die for a two-handed melee weapon, reroll (must use new roll). Weapon must be two-handed or versatile.
- Protection: If a creature within 5ft is attacked, you can block for them.
- Two-Weapon Fighting: When using two weapons, may use Sleight of Hand vs. Agility for your second attack; on success, disarm or make the target drop an item.
Talents
The Fiend
Dark one’s blessing
When the warlock deals an instance of damage (single target or Area of Effect), they gain temporary hit points equal to their proficiency.
Dark one’s luck
When the warlock makes an ability check they can expend 2 SD to add their spellcasting modifier to the roll. They can do so after seeing the initial roll but before any of the roll's effects occur.
Fiendish Resilience
The warlock can choose one damage type when they finish a short or long rest. They gain resistance to that damage type until they choose a different one with this feature.
Hurl through hell
When the warlock hits a creature with an attack, they can spend 2SD to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of the warlock’s next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, the DC of their next check is increased by the Warlock's Proficiency.