Pathfinder 2e Warlock - The Homebrewery
Pathfinder 2e Warlock - The Homebrewery
Writer’s Foreword
That night the Baron dreamt of many a woe; And all his warrior-guests, with shade and
form; Of witch, and demon, and large coffin-worm, Were long be-nightmar’d.
-Keats
The last thing I wanted to design was a wizard wearing another classes’ robes. Tolksdorf
The Warlock is an Occult spellcasting class focused on innate abilities and spells akin Pathfinder 2nd Edition
to the 3.5e Warlock from the days of yore. As a Warlock you’ll be host to a variety of templates for the Homebrewery,
reliable tools that provide a mixture of utility, damage, and defensive abilities that you’ll by /u/Gambatte and /u/5e_Cleric
be able to use at a moment’s notice. True to 5e’s version of Warlock you’ll have a limited Key References &
number of Occult spells and spell slots. Though this is made up for by two contributers;
several new and unique focus spells with a heightened focus pool and access to the Inspirations
class exclusive Eldritch Blast cantrip!
This broad utility comes at a cost; just as 5e’s Warlock you’ll have just as many spell D&D 5th Edition - Warlock Class
slots, of which are few and far between. This is made-up for with reliable damage from D&D 3.5e - Warlock Class
Eldritch Blast and a high degree of customizability in playstyle. Its feasible to create a Elder Scrolls Online - Arcanist
range of builds from the classic bladelock, spell sniper, or entirely focusing on party Class
versatility. The only thing that Warlock cannot reasonably build into is healing, though H.P. Lovecraft - Various
this can be made-up for with archetypes or taking the few Occult spells (just don’t rely Sources
on being able to heal). Robert W. Chambers - The
What About the Flavor? King in Yellow
u/Teridax68 - Document
This was the first thing that I took into consideration! I didn’t want to rehash the flavor
and identity of the Witch, of which would subtract more from my design than the other Formatting
way around. Instead, as a Warlock in Pathfinder, you’ll play the role of a character who’s Personal Thanks
stolen power from a powerful being rather than someone who borrows it.
You can read more just on the other page! I wouldn’t want to summarize the best of To Beowulf, who kept saying
something you should explore on your own. random things about Warlocks
Initiual
DURING COMBAT ENCOUNTERS… Proficiencies
You use dark magic to pick apart your enemies using a wide variety of offensive,
defensive, and utility abilities. You can cast spells, but are moreso capable of devastating At 1st level, you gain the listed
your enemies using a wide arsenal of reliable cantrips and at-will abilities. proficiency ranks in the following
statistics. You are untrained in
DURING SOCIAL ENCOUNTERS… anything not listed unless you
You have great access to a selection of magical tricks to aid you in social situations. Due gain a better proficiency rank in
to your Charisma, you might also be a sly and competent speaker. some other way.
mysterious than your contemporaries. You also have a wide variety of at-will spells that Saving Throws
allow you a depth of utility that others couldn’t replicate. Trained in Fortitude
IN DOWNTIME… Trained in Reflex
You spend time to research to gain a deeper understanding of the secretive and eldritch. Expert in Will
Have a morally dubious philosophy on the nature of your magic with your Apochrypha
Trained in a number of additional
OTHERS PROBABLY…
skills equal to 3 plus your
Intelligence modifier
Consider you dangerous to yourself and others, even likely considering your magic to Attacks
be ‘unstable’ or ‘blasphemous’
Have a misunderstanding of the nature to your strange magic, likely concluding that Trained in Simple Weapons
you’re another type of spellcaster entirely Trained in Unarmed Attacks
Either respect your audacity, fear what you’re capable of, or hate what you could Defenses
possibly become
Trained in Light Armor
Trained in Unarmed Defense
Spells
Trained in occult spell attacks
Trained in occult spell DCs
TABLE 1-1: WARLOCK ADVANCEMENT Warlock Spellcasting
Your Through forbidden knowledge an untold power is sealed
Level Class Features within you, allowing some amount of occult magic. You can
1 cast occult spells using the Cast a Spell activity. Each day, you
Ancestry and Background, Initial proficiencies,
can cast one 1st-level spell and six cantrips. You must know
Warlock Spellcasting, Tome of Secrets, Eldritch Blast,
the spells as part of your spell repertoire to cast them. The
Unknown Apocrypha
number of spells you can cast each day is called your spell
2 Skill feat, Warlock feat
slots. As you increase in level as a Warlock, your depth of
3 2nd-level spells, General feat, Unlimited Signature knowledge and stolen magic deepens, granting you additional
Spells, Skill increase and increasingly powerful spell slots. Your total number of
4 Skill feat, Warlock feat spell slots and the highest level of spells you can cast are
5 3rd-level spells, Ability boosts, Ancestry feat, Altered shown in Table 2–4: Warlock Spells per Day. Because of the
Physiology, Skill Increase way you draw upon magic you begin to lose spell slots once
6 Skill feat, Warlock feat you reach 3rd level. The maximum number of spell slots you
7 gain varyingly increases as you level up until 11th level where
4th-level spells, Extended Focus, Unearthed Power,
you retain your lower level spell slots as you advance. Though
General feat, Skill increase
you gain them at the same rate, your spell slots and spells
8 Skill feat, Warlock feat prepared are separate. If a feat or other ability adds a spell to
9 5th-level spells, Ancestry feat, Expert Spellcaster, your spell repertoire or allows you to prepare extra spells as
Numbed Exposure, Skill increase part of your repertoire, it wouldn’t give you another spell slot,
10 Ability boosts, Skill feat, Warlock feat and vice versa. Some of your spells require you to attempt a
11 6th-level Spells, Alertness, General feat, Weapon spell attack roll to see how effective they are, or have your
Expertise, Skill increase enemies roll against your spell DC (typically by attempting a
12 saving throw). Your spell attack rolls and spell DCs use your
13
Skill feat, Warlock feat
7th-level spells, Ancestry feat, Armor Expertise, Skill
Charisma modifier.
increase, Weapon Specialization Heightening Spells
When you gain spell slots of 2nd level and higher, you can
14 Skill feat, Warlock feat
heighten lower level spells. This increases the spell's level,
15 8th-level spells, Ability boosts, General feat, Skill heightening it to match the spell slot. Many spells have
increase specific improvements when they are heightened to certain
16 Skill feat, Warlock feat
levels.
17 9th-level spells, Master Spellcaster, Ancestry feat, Cantrips
A cantrip is a special type of spell that doesn't use spell slots.
Skill increase
You can cast a cantrip at will, any number of times per day. A
18 Skill feat, Warlock feat, Greater Unearthed Power cantrip is always automatically heightened to half your level
19 rounded up—this is usually equal to the highest level of spell
General feat, Unparalled Focus, Skill increase
you can cast as a warlock. For example, as a 1st-level warlock
20 Ability boosts, Skill feat, Warlock feat your cantrips are 1st-level spells, and as a 5th-level warlock,
your cantrips are 3rd-level spells.
Class Features KEY TERMS
You gain these abilities as an Warlock. Abilities gained at The following new key traits appear in many warlock class
higher levels list the levels next to their names. feats and features.
Ancestry and Background Invocation Actions with the invocation action modifies
your Eldritch Blast, a class specific cantrip. You can only
In addition to the abilities provided by your class at 1st level, affect a casting of eldritch blast with one invocation at a
you have the benefits of your selected ancestry and time and you must use an Invocation before you cast it.
background. Incantation A feature with the Incantation trait means that
any spell granted by that feature has a cast time of 10
Initial Proficiencies minutes or otherwise, if a feature says ‘as an Incantation’ or
doesn’t have a spell, requires 10 minutes to activate.
At 1st level, you gain a number of proficiencies that represent your Activating an Incantation in this way counts as a Refocus
basic training. These proficiencies are noted at the start of this activity for you.
class. Pact A pact is a special bond between you and your
secrets; you can only ever have one Pact feature at a time.
TABLE 1-2: WARLOCK SPELLS PER DAY Eldritch Blast
Your As a Warlock you’ll learn this fucking cool focus spell. Your
Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Eldritch Blast scales with fundamental weapon runes
1 5 1 — — — — — — — — (Potency, Striking); see the Tome of Secrets feature below for
2 5 2 — — — — — — — —
more details.
3 5 2 2 — — — — — — — Eldritch Blast Focus 1
4 5 2 2 — — — — — — — UNCOMMON WARLOCK CANTRIP FOCUS FORCE
5 5 — 2 2 — — — — — — ATTACK
6 5 — 2 2 — — — — — —
Cast 1 Range 60ft.
7 5 — — 2 2 — — — — — Targets One Creature
8 5 — — 2 2 — — — — — Defense AC
9 5 — — — 2 2 — — — —
You unleash a beam of baleful power at your targets.
10 5 — — — 2 2 — — — — Make a spell attack against your target’s AC. A beam
11 5 — — — — 2 2 — — — deals 1d6 Force damage.
12 5 — — — — 2 2 — — — Critical Success The target takes double damage.
13 5 — — — — — 2 2 — — Success The target takes full damage.
14
15
5
5
—
—
—
—
—
—
—
—
—
—
2
—
2
2
—
2
—
—
Tome of Secrets
16 5 — — — — — — 2 2 — You gain a tome of forbidden knowledge that contains the
17 5 — — — — — — — 2 2 breadth of your secrets. This tome has the Magical trait, itself
being made of otherworldly and reality-warping magic. You
18 5 — — — — — — — 2 2 can store or summon your Tome of Secrets from a cellular
19 5 — — — — — — — 2 2 pocket dimension using a 1-action interaction. The tome can
20 5 — — — — — — — 2 2 be damaged (Hardness 3, HP 12, BT 6) and destroyed but is
reformed everyday as part of your daily preparations.
Spell Repertoire The Tome is vital to you as a Warlock and is required by
many of your features!
The collection of spells you can cast is called your spell You can scribe your tome with Fundamental Weapon
repertoire. At 1st level, you learn two 1st-level spells of your Runes, of which are applied to your Eldritch Blast. Any
choice and five cantrips of your choice. You choose these Fundamental rune applied to your tome adds onto your
from the common spells from the Occult tradition. You can Eldritch Blast as if its statistics were a weapons’.
cast any spell in your spell repertoire by using a spell slot of Unknown Apochrypha
an appropriate spell level. Your spell slots and the spells in
your spell repertoire are separate. If a feat or other ability Your magic is not your own, sourced from otherworldly
adds a spell to your spell repertoire, it doesn’t give you secrets that you’ve come to posess, stolen from its source and
another spell slot, and vice versa. used to fuel your strange magic. There are many planes,
You add to this repertoire as you increase in level. Each worlds, objects, place, and beings that you might’ve stolen
time you get a spell slot, you add a spell of the same level to from, as such is up to you and your DM. You might’ve stolen
your spell repertoire. At 2nd level, you select another 1st-level divine secrets, circumvented a devils bargain, contacted the
spell. At 3rd level, you add the first 2nd-level spell to your great old ones, or tricked a fey. As such, the knowledge that
repertoire. At 4th level you gain your second and your spell fuels your powers is called your Apochrypha, secret and often
repertoire reaches it maximum of five spells. forbidden knowledge to mortalkind. Choose your
Swapping Spells in Your Repertoire Apochrypha, each has influence over the extent of knowledge
As you gain new spells in your repertoire, you might want to you hold and provides additional spells and abilities.
replace some of the spells you previously learned. Each time Warlock Feats
you gain a level and learn new spells, you can swap out one of
your old spells for a different spell of similar level. If it’s a At 2nd level and every even-numbered level, you gain a
level at which you lose a set of lower-level slots, you can warlock class feat.
replace those lower-level spells with spells of the new level. Skill Feats
You an also swap out a cantrip. You can always swap out
spells by retraining during downtime. At 2nd level and every 2 levels thereafter, you gain a skill feat.
You must be trained or better in the corresponding skill to
select a skill feat.
General Feats Weapon Expertise
At 3rd level and every 4 levels thereafter, you gain a general You’ve learned how to inflict greater injuries with the
feat. weapons you know best. You deal 2 additional damage with
weapons and unarmed attacks in which you’re an expert. This
Unlimited Signature Spells damage increases to 3 if you’re a master and 4 if you’re
legendary.
All of your spells are signature spells. That means that if you
know a spell, you can heighten it freely by casting it from a Master Spellcaster
higher-level spell slot, up to the maximum level of spell you You’ve come to master command over secretive magics. Your
can cast. You can similarly cast any of its lower-level versions proficiency ranks for spell attack modifier and spell DC
without learning them separately. increase to master.
Altered Physiology Greater Unearthed Power
Exposure to ever deeper secrets and strange magics has left You’ve uncovered a powerful spell previously abandoned to
your physical vessel altered. Your proficiency for Fortitude history. You learn a focus spell from the Greater Unearthed
saves increases to expert. Power list.
Unearthed Power Unparalled Focus
You’ve uncovered a powerful spell previously abandoned to You’ve unlocked the ability to rejuvenate your magical power
history. You learn a focus spell from the Lesser Unearthed on a whim. Whenever you would regain a Focus Point you
Power list. also regain a spell slot of the lowest rank currently expended.
Extended Focus The maximum number of focus points you can have is
increased to 5 instead of 4.
Perhaps borne out of some sort of madness, fanaticism, or
growing mania you have come to deeply fixate on your pursuit
for power and secrets. The maximum number of focus points
you can have is now 4 rather than 3.
Expert Spellcaster
Your control and knowledge has improved your capabilities.
Your proficiency ranks for spell attack modifier and spell DC
increase to expert.
Numbed Exposure
Whatever unknowable knowledge you’ve attained has
numbed your psyche. Your proficiency rank for Will saves
increases to Master. When you roll a success on a Will save,
you get a critical success instead.
Weapon Expertise
Through sheer experience, you’ve improved your technique
with your weapons. Your proficiency ranks for simple
weapons and unarmed attacks increase to expert.
Armor Expertise
You’ve learned how to dodge while wearing light or no armor.
Your proficiency ranks for light armor and unarmored
defense increase to expert.
WHISPERED UNDYING
INSCRUTABLE ANCIENTS
You have discovered fragments of knowledge that was once
Your power is taken from an entity whose very existence is thought to be destroyed and began its practice. You have
shrouded in alien truths and indescribable reality. From discovered, and founded within yourself, the whispered
beyond the stars you glimpsed a fraction of their truth, secrets and hidden techniques of necromancy and undeath
scribed an infinitesimal number of their secrets, and yet even once created by villains so wicked that they themselves were
so you have cultivated powers that are far beyond your ability destroyed by the gods for their blasphemy.
to comprehend. Language Necril
Language Aklo Apochrypha Skill Undead Lore
Apochrypha Skill Aberration Lore Additional SpellAnimate Dead
Grim Tendrils
Additional Spell Apochrypha Spell Initial: Expunge Lifeforce, Lesser:
Apochrypha Spell Initial: Dissonant Whispers, Lesser: Morbid Feast, Greater: Power Word Unmake
Great One’s Reach, Greater: Grasping Rift
GENIE’S AMBITION
DIABOLICAL UNDERWORLD
You have partaken in secrets unattainable by all but the
You carry with you a portion of the power found from the noblest of genies. Their ability to command the elements held
Hells themselves. The secrets found only in the deepest pits at your fingertips, you have amassed this knowledge, most
of Hell are burned into your mind by terrible hellfire. Yours is likely to the disdain of a powerful genie, and expunge the
the might of brimstone and iron, the honeyed word and the depths of its power for yourself. Whether you invite the wrath
silver tongue, and the glinting eyes of the damned. of a genie you cheated or the respect of one you’ve bested has
Language Infernal yet to be determined.
Apochrypha Skill Devil Lore Language Your choice from Muan, Petran, Pyric,
Breathe Fire
Additional Spell Sussuran, Talican, or Thalassic
Apochrypha Spell Initial: Hellish Rebuke, Lesser: Dark Apochrypha Skill Genie Lore
One’s Own Luck, Greater: Hurl Through Hell Additional Spell Shattering Gem
Apochrypha Spell Initial: Warp Destiny, Lesser: Twist
FIRST FEY Circumstances, Greater: Planar Crash
You understand the strange delirium of the First World, taken
a portion of its ancient secrets and made it your own. The EMPYREAN HEAVENS
only beings capable of such understanding are the Archfey, You’ve unlocked divine secrets that’ve only ever been known
some of which are Empyreal Lords. This power is most likely by the highest heavens. This borrowed power has long been
stolen from one such great being, much to their amusement forgotten and has most likely become blasphemous to the
and likely frustration that a mortal could hold such power. divine. Whatever untold knowledge you’ve uncovered its
Language Sylvan origins are strange and most likely were never meant to be
Apochrypha Skill Fey Lore beheld by beings even more powerful than you.
Additional SpellCharm Language Celestial
Apochrypha Spell Initial: Beguiling Influence, Lesser: Apochrypha Skill Angel Lore
Misty Escape, Greater: Dark Delirium Additional Spell Heal
Apochrypha Spell Initial: Unique, see below, Lesser:
DAEMONIAC CHAOS Radiant Blade Phalanx, Greater: Power Word Revivify
Drawn from the infinite and sprawling chaos of the Outer Stolen Domain Instead of an initial Apochrypha spell,
Rifts are the profound secrets known by so few that you might you gain the Stolen Domain warlock feat as seen below:
actually be their sole inheritor. You hold power over chaos
itself, a feat that you are barely capable of. You draw power Stolen Domain Feat 1
from utter madness and horrid sins, of which you might
commit yourself. WARLOCK
Empyrean Heavens apochrypha
Language Cthonian Prequisites
Apochrypha Skill Demon Lore You stole a fragments of the godly power over domains.
Additional Spell Endure Choose a domain from the following: Star, Sun, Moon,
Apochrypha Spell Initial: Abyssal Bolts, Lesser: Invite Might, Magic, Death, Ambition, or Secrecy. You gain an
Ruination, Greater: Demon’s True Name initial domain spell from the chosen domain and can cast
it as an Apochrypha Spell.
WARLOCK FEATS BY NAME
Feat Level Key to the Infinite Doorway 18
Agonizing Blast 1 Lesser Apochrypha 6
Arachnid’s Blessing 6 Mage Burr 4
Armor of Shadows 2 Malificent Blast 8
Apochryphal Master 20 Mask of Many Faces 2
Boon of the Blade 2 Mind Shattering Secrets 16
Boon of the Chain 4 Night Spirit’s Journey 6
Boon of the Talisman 2 One with the Aetherial Skies 18
Boon of the Tome 4 Otherworldly Leap 14
Chains of Abaddon 18 Overwhelming Vivacity 16
Ciphered Bastille 4 Past of the Talisman 12
Cocoon of Refuse 2 Pact of the Tome 12
Comprehend the Incomprehensible 10 Pact of the Blade 12
Consult the Old Bones 12 Pact of the Chain 12
Deterating Blast 10 Planar Adversary 1
Darkfire Blast 8 Punishing Anguish 10
Dark Speech 16 Protection of the Talisman 14
Devil’s Sight 4 Psychosomatic Blast 8
Devil’s Bargain 16 Radiant Blast 8
Devour Magic 10 Regurgiate Swarm 12
Disembodied Hand 8 Revelation in Madness 8
Eldritch Bolt 12 Scilinating Blast 8
Eldritch Lightning 2 Screams of the Damned 4
Eldritch Master 20 Seer of Written Word 6
Eldritch Spear 4 Sepulchral Blast 8
Eldritch Wave 14 Spirit Medium 4
Eldritch Warrior 1 Staggering Blast 12
Eldritch Volley 18 Stolen Salvation 16
Enhanced Familiar 2 Swarm Walk 4
Familiar 1 The Voice of Dominion 16
Forbidden Knowledge 2 Thirsting Blade 14
Gait of the Witchwood 14 Tome of Ancient Secrets 6
Gift of the Neverseen 18 Twin Invocation 16
Glittering Blast 8 Unnatural Vigor 6
Greater Apochrypha 12 Unholy Transformation 16
Harsh Truths 10 Voices from the Grave 12
Infinite Repository 6 Warp Sight 10
Insomniac’s Balm 14 Will of the Flesh 8
Intricate Bond 14
Warlock Feats 2ND LEVEL
You gain Expert proficiency in your Apochrypha lore skill. The pages within your Tome of Secrets are truly infinite
You gain the Unmistakable Lore skill feat for your and capable of eating knowledge to add to its own being.
Apochryha lore skill. Lastly, you gain an Occult skill feat As an Incantation, you can allow your tome to consume
of your choice. non-magical books of lore, permanently adding the
knowledge scribed within their pages to your tomes own
Boon of the Talisman Feat 2 pages.
Make a list of Lore subjects your tome has consumed.
WARLOCK INCANTATION While wielding your tome it whispers to you the depths of
You have a strange power over symbols and fetishes, its knowledge, granting you a +2 item bonus to Lore
their deep knowings and meanings always seemingly checks made to Recall Knowledge on a subject its
speaking out to you. You always have access to a vast consumed.
repertoire of talismans that seemingly follow you. When Ciphered Bastille Feat 4
you finish your daily preparations you create a temporary
talisman through magical means. The created talisman WARLOCK
must be of a level no higher than half your Warlock level Prerequisite Eldritch Warrior
rounded down. You’ve adapted and reinforced the defenses of your tome.
Since the created talisman is temporary it disappears Your Tome of Secrets increases its Hardness to 5 and
when you create another. As an Incantation, you can increases its HP by an amount equal to twice your level.
create another talisman, of which can appear When Raising a Tome you also raise an eldritch defense
automatically affixed to an item of your choice that is against a specific type of magic, choosing Arcane, Divine,
worn (in the case of armor), wielded (in the case of a Occult, or Primal; until the start of your next turn you
weapon), or otherwise in your possession.
Additionally, you can affix a weapon talisman to your apply your circumstance bonus to AC from your tome to
Tome of Secrets to grant your Eldritch Blast the benefits your saves against spells and other magical effects of the
of the affixed talisman. chosen trait. You gain the Sear Mind action.
Enhanced Familiar Feat 2 SEAR MIND 4
WARLOCK WARLOCK MENTAL
You infuse your familiar with additional magical energy. Trigger When you Shield Block using your Tome of
You can select four familiar or master abilities each day, Secrets
Targets The creature who triggered your Shield Block
instead of two. Defense basic Will
Cocoon of Refuse Feat 2 The pages of your tome sears its secrets into the mind of
your attacker. The target takes 1d4 plus your Charisma
WARLOCK
modifier Mental damage.
You learn the Cocoon of Refuse focus spell. Heightened (+2) Increase the damage by 1d4.
Boon of the Chain Feat 4 Night Spirit’s Journey Feat 6
WARLOCK INCANTATION
WARLOCK
Prequisites A familiar You learn magics to keep yourself hidden. You learn the
You’ve discovered potent magics capable of furthering Vanishing Tracks spell, which is an Occult spell for you,
your familiar, even being capable of summoning and can cast it at-will as a 1st-level spell. While Vanishing
extraplanar creatures to your service. Your familiar gains Tracks persists, while in an area of dim light or darkness
an additional ability and gains 2 additional hit points you are always considered to be Concealed even if a
every level. creature would have darkvision. Greater Darkvision still
In addition, you can summon one of the following bypasses this.
Level (9th) Your at-will casting of Vanishing Tracks is
specific familiars without needing to meet their ability heightened to 2nd-level.
requirement: Imp, Quasit, Nyktera, Crawling Hand,
Watcher, Flumph, Cassisian, House Drake, Faerie Unnatural Vigor Feat 6
Dragon, or Gennayn. If you don’t meet the ability
requirement when you summon a familiar from the WARLOCK INCANTATION
previous listing you cannot revert your choice or give the You learn the False Vitality spell and can cast it at-will at
summoned familiar any additional abilities until you 2nd-level.
would be able to meet its prerequisite.
Level (15th) Your at-will casting of False Vitality is
Eldritch Spear 1 Feat 4 heightened to 5th level.
WARLOCK INVOCATION Tome of Ancient Secrets Feat 6
Prerequisites Eldritch Blast WARLOCK
Your Eldritch Blast defies all conventional laws to deliver Prerequisites Tome of Secrets
strikes from great distances. The range of your Eldritch You’ve learned profound and ancient rites, undertaking
Blast increases to 250ft. the ability to cast rituals. You learn two uncommon
Devil’s Sight Feat 4 rituals; one of 1st level and one of 2nd level; you must
meet all prerequisites for casting the ritual to choose it.
WARLOCK As you attain more levels you learn more profound
Your eyes, the windows to your soul, reflect a greater rituals. At 8th level and every even level thereafter you
darkness within than any without. You gain Greater learn another uncommon ritual with a level no higher
Darkvision. than half your level and for which you meet the
prerequisites.
Spirit Medium Feat 4 Your Tome of Secrets is a powerful foci for rituals; you
add a +2 item bonus to primary checks while you have
WARLOCK INCANTATION your Tome of Secrets. If you’re a Master in Occult
You learn the Spirit Sense spell and can cast it at-will as a spellcasting you increase this bonus to a +4.
2nd-level spell.
Mage Burr Feat 4 Infinite Repository Feat 6
WARLOCK WARLOCK INCANTATION
Prerequisites Tome of Secrets
You learn the Mage Burr focus spell. The bottomless hunger of your tome has earned itself a
Swarm Walk Feat 4 craving for more than just mere ink; it has learned to
consume magical knowledge. You can now subsume
WARLOCK scrolls into your tome through the same process you
You learn the Swarm Walk focus spell. would subsume non-magical knowledge. When you would
subsume a scroll into your tome it is destroyed and stored
within its pages. The spell, even if it isn’t, becomes an
6TH LEVEL Occult spell for you and is cast using your Occult
Lesser Apochrypha Feat 6
modifiers. While wielding the Tome of Secrets you can
cast from its pages a scroll thats’ been subsumed; once a
WARLOCK scroll has been cast its pages burn away from the tome.
You’ve unlocked further secrets from the depths of your
apochrypha. You learn your apochrypha’s lesser spell.
Seer of Written Word Feat 6 Darkfire Blast 4 Feat 8
WARLOCK CIPHER WARLOCK INVOCATION
You’ve unlocked techniques that allow you to universally Prerequisites Eldritch Blast, Diabolical Underworld
understand the written word. You learn the Translate apochrypha
spell and can cast it at-will, targeting yourself, as a 2nd- You incant unholy words of power to enchant your
level spell. This casting of Translate exclusively allows eldritch blast with hellfire. Your Eldritch Blast deals Fire
you to understand the meaning of a language you’re damage and deals 1 persistent fire damage. If your
reading but cannot allow you to understand a language Eldritch Blast strikes a target who’s already suffering
you’re hearing. persistent fire damage increase the blast’s damage die by
Arachnid’s Blessing Feat 6
one step and increase the amount of persistent fire
damage the target is suffering by 1 to a maximum of 4.
WARLOCK INCANTATION
Frequency Once per hour Psychosomatic Blast 4 Feat 8
You learn the Gecko Grip spell and can cast it at-will as a
2nd level spell. When cast on yourself the duration of WARLOCK INVOCATION
Eldritch Blast, Inscrutable Whispers
Gecko Grip lasts until your next daily preparations. Prerequisites
apochrypha
8TH LEVEL You’ve learned how to subvert your eldritch magic
entirely, forcing its very essence to assail mental
Revelation in Madness 1 Feat 8 pathways instead of flesh. Your Eldritch Blast deals
Mental damage, and instead of targeting a creatures
WARLOCK CIPHER FORTUNE MENTAL Armor Class, your Eldritch Blast contests the targets Will
The roiling depths of your mind are mired in DC to determine the effects of your Strike. In addition,
unobtainable knowledge… That is, unless, you open the your Eldrtich Blast gains the following critical success
gates to your own delusions and reveal hidden truths that modifier:
Critical Success. The target must make a Will save or
you shouldn’t know. Roll an Arcana, Occultism, or Lore be Stupified 1.
skill check to Recall Knowledge. You roll twice and take
the better result. Once you recall knowledge in this way Malificent Blast 4 Feat 8
you cannot attempt to use it again on the same subject
matter for 24 hours. WARLOCK INVOCATION
Your skill check also comes with the following Failure Prerequisites Eldritch Blast, Daemonic Chaos
and Critical Failure: apochrypha
Failure. Your mind is flooded with useless ravings and
knowledge, making you Stupified 1 until the start of your You’ve learned how to compress and control shards of
next turn. chaotic magic, transforming them into warbling multi-
Critical Failure. Something from the Otherworld fills
colored beams. Your Eldritch Blast deals either Fire,
your mind as you are plunged into momentary delirium, Acid, Poison, or Cold damage depending on whichever
making you Stupified 1 for 1 minute. With a frequency of one of these damage types would deal the most damage
once per turn, you can use 1 Action, of which has the in any given circumstance. Whenever you would deal
Mental and Concentrate traits, to attempt and stabilize additional damage because of a creatures’ damage
yourself, making a Will Save against your own Spell Save weakness your eldritch blast deals an additional 2
DC. damage, and on a critical strike, that creature receives an
additional 2 weakness of that same damage type until the
Glittering Blast 4 Feat 8 start of your next turn.
WARLOCK INVOCATION
Prerequisites Eldritch Blast, First Fey apochrypha
You lace your eldritch blast with fantastical fey magic,
causing it to sparkle with faerie dust. Your Eldritch Blast
only has a DC 3 when determining your Eldritch Blast’s
attack against a Concealed creature. A creature you
critically strike is covered with glimmering dust; the
target cannot benefit from concealment and suffers a -1
status penalty to stealth and perception checks until the
start of your next turn.
Sepulchral Blast 4 Feat 8 10TH LEVEL
WARLOCK INVOCATION
Prerequisites Eldritch Blast, Whispered Undying Comprehend the Incomprehensible Feat 10
apochrypha WARLOCK
You suffuse your eldritch magic with void energy. Your The pathways within your physical mind have been
Eldritch Blast deals Void damage. In addition, your trained, perhaps somehow altered, to touch insanity itself
Eldritch Blast gains the following critical success and survive its killing touch. You learn Hypercognition
modifier: and can cast it at-will as a 3rd-level spell.
Critical Success. The lifeforce of the target is heavily When you do so, you lose 8 hit points and can add your
disrupted. The target must make a Fortitude save or fall level to any skill in which you attempt to recall knowledge
prone and be Enfeebled 1. On a critical failure the in but are otherwise untrained.
creature is Enfeebled 2.
Devour Magic Feat 10
Scillinating Blast 4 Feat 8
WARLOCK
WARLOCK INVOCATION
Eldritch Blast, Genie’s Ambition You can sate yourself off magic alone. You learn Dispel
Prerequisites
apochrypha Magic and can cast it at-will as a 2nd-level spell. When
you would successfully counteract a magical effect you
You weave together an endless number of the elements gain temporary hit points equal to the level of the effect
into a dance of colors and powers. Your Eldrtich Blast and you nourish yourself with enough energy as would be
can deal any of the following damage types: Fire, Cold, provided by a meal. Particularly strong magical effects
Bludgeoning, Electricity, Slashing, and Vitality. might provide you with enough nourishment for an entire
You gain a +1 status bonus to the damage of your day (Typically effects of 5th level or higher).
Eldritch Blast if the previous beam was of another
damage type, including when you cast multiple beams at Deteriating Blast 1 Feat 10
once. This bonus increases to +3 if you’ve dealt all 6
damage types within the last 1 minute; this damage WARLOCK INVOCATION
Eldritch Blast
bonus remains until you would deal the same damage Prerequisites
type twice in a row. Your magic renders the defenses of those you wish dead
Disembodied Hand Feat 8 useless. Creatures you strike with an Eldritch Blast who
have at least 1 resistance must make a Fortitude save or
WARLOCK reduce all their resistances by 5 for 1 minute. Striking a
creature multiple times with this invocation doesn’t stack
You learn the Disembodied Hand focus spell. the reduction but does sustain it.
Will of the Flesh Feat 8 If you critically strike a creature under the effects of a
spell that grants resistance you may attempt to counteract
WARLOCK that spell.
You learn the Will of the Flesh focus spell. Warp Sight Feat 10
Radiant Blast 4 Feat 8 WARLOCK
WARLOCK INVOCATION You come under the permanent effects of the See the
Eldritch Blast, Empyrean Heavens Unseen spell. In addition to having a +2 status bonus to
Prerequisites
apochrypha check made to disbelieve illusions you also have a +2
status bonus to identifying and disbelieving shapeshifters
You tap into the vastness of light and celestial powers in and spells with the Polymorph trait.
the universe and concentrate their essence into blasts of
pure spiritual light. Your Eldritch Blast deals Spirit Harsh Truths Feat 10
damage. Your eldritch blast gains the following critical
success modifier: WARLOCK
Planar Adversary
Critical Success You create a riven strand of pure Prerequisite
lifeforce. Choose a willing target within the same range You know how to fell those you know the most about.
as your Eldritch Blast; that creature is healed by an Your Eldritch Blast is always considered to have the Bane
amount equal to 1d6 + your Charisma modifier. property rune against the corresponding creature trait
determined by your Apochrypha (Such as Fey for First
Fey) even if they wouldn’t typically be a valid option.
Punishing Anguish Feat 10 Consult the Old Bones Feat 12
WARLOCK
WARLOCK
Prerequisite Ciphered Bastille You learn the Read Omens spell and can cast it at-will at
The depths of your secrets leaves deeper wounds in those 4th-level.
who assail you. Sear Mind now uses d8’s instead of d6’s Pact of the Tome Feat 12
and a creature who critically fails its saving throw against
Sear Mind counts its multiple attack penalty as one WARLOCK PACT
higher than usual and has a -1 status penalty to attack Prerequisites Boon of the Tome
rolls until the end of their current turn. You’ve formed a pact with your tome, a now living being
filled with endless knowledge from the greater cosmos.
12TH LEVEL You learn three cantrips of your choice from any tradition
to your repertoire. The chosen cantrips are Occult spells
Eldritch Bolt 2 Feat 12 for you even if they wouldn’t be typically.
Your tome is imbued with a limited amount of
WARLOCK FORCE
Eldritch Blast sentience, mostly akin to an animal. It becomes a
Prerequisites
60ft. Line Construct with the Minion trait and gains statistics
Area
basic Reflex equivalent to that of a pet; it gains two pet abilities. You
Defense cannot use your Tome for your warlock features while its
Your Eldritch Blast becomes a penetrating blast of animated. You can change your choice of pet abilities for
focused energy; this counts as two attacks for the your tome as an Incantation.
purposes of calculating your multiple attack penalty. You As a free action your Tome of Secrets can revert to its
deal Force damage equal to two beam strikes from your inanimate form, and on your turn, you can summon the
Eldritch Blast within this area. You can affect Eldritch tome to a free hand as a free action, the tome appearing
Bolt with an Invocation to change its damage type but not in a flash of light. In its inanimate form the tome uses its
gaining any other benefits. object statistics.
Level (20th) The area increases to 120ft.
You gain the Entropic Ward reaction.
Regurgitate Swarm Feat 12 ENTROPIC WARD
WARLOCK
Activate5 (concentrate, manipulate); Frequency Once per
minute; Trigger When you would be targeted by a spell attack
You learn the Regurgitate Swarm focus spell. or a weapon Strike; Requirements You are aware of the attack
and wielding your Tome of Secrets; Effect An entropic
Staggering Blast Feat 12 dissonance is unleashed by your tome, worsening the attack
by one degree of success. (A critical hit into a normal hit, a
WARLOCK INVOCATION normal hit into a miss, a miss to a critical miss)
Prerequisites Eldritch Blast
Your Eldritch Blast is overcharged with overcoming Pact of the Talisman Feat 12
power. Your Eldritch Blast gains the following Success
and Critical Success modifiers: WARLOCK PACT
Success The target is moved 5ft. away from you in a Prerequisites Boon of the Talisman
straight line. You can hear them, the voices from somewhere else,
Critial Success The target is moved 10ft. away from through the veil. They speak through inscriptions and
you in a straight line and must make a Fortitude save or symbols, and you have forged a pact with these strange
be knocked prone. forces. You can now create temporary talismans of a level
Voices from the Grave Feat 12 equal to your Warlock level. You can also create up to 2
talisman when you finish your daily preparations instead
WARLOCK of one, though each talisman you create must be different.
You learn the Talking Corpse spell and can cast it at-will You ignore the requirements for all talisman. The first
at 4th-level. time you activate a talisman it isn’t consumed and can be
used a second time by you. A talisman already used once
by you cannot be used by another creature, and if
attempted, the talisman is destroyed before its effects can
be used.
As a 1-action interaction you can hold a talisman up to
your ear to gain the effects of the Guidance cantrip.
Pact of the Chain Feat 12 Pact of the Blade Feat 12
WARLOCK PACT WARLOCK PACT
Prerequisites Boon of the Chain Prerequisite Boon of the Blade
You’ve formed a powerful pact with your familiar, You’ve formed a pact with your Eldritch Weapon, of
granting it a portion of your own lifeforce to animate its which has gained limited sentience. Your Eldritch
abilities further. Your familiar gains four additional Weapon is now more than a mere magical rift; it becomes
abilities instead of only one from Boon of the Chain. a sentient force. The nature of your eldritch weapon is
Additionally, your familiar is closely tied to your own determined by you and your DM, though typically the
life force. This has several benefits and also a few weapon is a shadow of you and your actions throughout
downsides. You learn the Familiar’s Face spell and can your adventure.
cast it at-will as a 3rd-level spell. You and your Familiar Your pact with your eldritch weapon gives it some
also learn the Spirit Link spell and you both can cast it at- improvements; as an Incantation you can bond your
will at any level from 1st to 3rd level (your choice) of eldrtich weapon into a non-magical simple or martial
which the sole target is either you or your familiar. Lastly, melee weapon you touch, giving the weapon’s sentient
your familiar gains 1 focus point of which it can cast one essence a physical vessel. Once bonded, the Eldritch
of your focus spells using your Occult spellcasting DC Weapon assumes the weapon’s statistics. You can change
and modifiers. Your familiar cannot Refocus and instead the weapon’s physical vessel by performing the same
regains any expended focus points when you finish your incantation again.
daily preparations. Though technically you might be untrained with the
Spirit damage that your Familiar takes is instead weapon, the sentient nature of your eldritch weapon still
transfered to you. If your Familiar dies or is destroyed allows you to use your Occult Spell Attack to determine
your spirit is seriously harmed, causing you to take 8d6 Strikes with it. You also gain the critical specialization of
Spirit damage on a basic Will save against your own your eldritch weapon’s grouping when wielding it.
Occult spell save DC. However, you can reform your lost Because your Eldritch Weapon previously used
familiar over the course of an Incantation, recalling its fundamental runes scribed to your Tome of Secrets, your
spirit from your own essence and causing it to appear Eldritch Weapon copies those same runes (if applicable)
within 10ft. of you, assuming the same statistics and form to itself and gains their benefits. Your Eldritch Weapon
as it was originally. can still benefit from a single Warlock Invocation, gaining
the effects of the Invocation without applying any changes
to damage dice. As your eldritch weapon isn’t a ranged
weapon you cannot affect it with invocations that would
alter its range such as Eldritch Spear.
You can dismiss the vessel to an extraplanar pocket
and resummon the physical vessel of the eldritch weapon
as a 1-action activity with the magical, occult, and
Concentrate actions to your hands. You must have
enough free hands as would be required to wield the
weapon in-order for it to be summoned in this way.
Protection of the Talisman Feat 14
14TH LEVEL
WARLOCK
Greater Apochrypha Feat 14 Prerequisite Pact of the Talisman
Your created talisman and charms provide minor magical
WARLOCK
protections. Creatures affixed with at least one of your
You’ve unlocked further secrets from the depths of your temporary talismans, including yourself, gains a +1 item
apochrypha. You learn your apochrypha’s greater spell. bonus to their armor class and saving throws. This item
bonus is cumlative with any fundamental armor runes the
Eldritch Wave 3 Feat 14 creature may have.
WARLOCK FORCE Insomniac’s Balm Feat 14
Prerequisites Eldritch Blast
Area 30ft. Cone WARLOCK
Defense basic Fortitude Prerequisite Pact of the Tome
Your Eldritch Blast becomes a cascade of unrelenting Your Tome of Secrets has replaced your natural need for
power; this counts as three attacks for the purposes of sleep, and instead of unconsciousness, you only need to
calculating your multiple attack penalty. You deal damage steep yourself in its succor. You no longer need to sleep.
equal to three beam strikes within this area. You can Instead, you can spend the duration of rest delving into
affect Eldritch Bolt with an Invocation to change its the endless secrets of your tome for the same amount of
damage type but not gaining any other benefits. time that you would normally be required to sleep.
Level (20th) The area increases to a 60ft. cone
During this time of rest you can perform research, keep
watch, perform recall knowledge checks, or spend your
Otherworldly Leap Feat 14 time otherwise doing light tasks involving your Tome of
Secrets. Due to the nature of this restorative balm, you
WARLOCK cannot perform particularly strenuous tasks nor can you
You learn the Jump spell and can cast it at-will at 1st- attempt any skill checks that would require physical
level. The range at which you jump is doubled to a activities such as most Athletics and Acrobatics rolls or
maximum of 60ft. similar activities that would distract you from the tome.
You can move around while reading your tome, albeit
Gait of the Witchwood Feat 14 sparingly, and can spend at least 1 hour performing
another activity other than reading your tome.
WARLOCK
Intricate Bond Feat 14
Your footsteps travel as lightly as the softest summer
breeze. You come under the permanent effects of the WARLOCK
Unfettered Movement spell. You always automatically Prerequisite Pact of the Chain
Escape an immobilizing effect no matter what level that Your bond between you and your familiar strengthens so
effect would be. You can also walk across any liquid, much that almost all magical energies are shared
including hazardous liquids such as acid or magma, and between you two. Any spell you cast that would solely
not take damage. target yourself, and of which would provide a beneficial
Thirsting Blade Feat 14 magical effect (such as damage resistance) your familiar
receives the same instance of that magical effect for the
WARLOCK same duration. If either effect would be counteracted or is
Prerequisite Pact of the Blade otherwise ended early then both effects end at the same
Your eldritch weapon thirsts for the life essence of your time.
foes. Strikes with your eldritch weapon deal an additional Lastly, any healing that you or your familiar receives
2 Void damage. from any magical source (such as the Heal spell) is
shared to the other in an equal amount. If you and your
Level (+2) The additional Void damage you deal increases familiar would be healed by the same effect, such as the
by 1. emanation effect from a 3-action Heal, you do not share
the healing since it affects you both simultaneously.
16TH LEVEL Overwhelming Vivacity Feat 16
WARLOCK AURA EMOTION MENTAL
Twin Invocation Feat 16 Prerequisites First Fey apochrypha
WARLOCK Area 5ft. Emanation
When you cast Eldritch Blast you can choose to affect You constantly emit an aura of magical affluence that
that casting with two Invocations, gaining both their twists the minds of those around you. While conscious
benefits. When two invocations would contradict each and not incapacitated you continuously emit this aura;
other, such as if two invocations would change the creatures of your choice not immune to emotion efects
damage type or would have two critical success have a -1 to Will saves while within the aura. You can cast
modifiers, those invocations cannot be used together. Charm at-will heightened to 4th level against any creature
This feature does not allow you to affect other features within the aura.
that gain the benefits of an Invocation, such as Pact of the Any charisma skill check you roll to Tell a Lie, Request,
Blade, Eldritch Bolt, or Eldritch Wave. Coerce, or Demoralize against a creature you have
Charmed can be rolled twice, taking the higher roll.
Mind-Shattering Secrets Feat 16
Unholy Transformation Feat 16
WARLOCK
Prerequisites Inscrutable Ancients apochrypha WARLOCK
Prerequisites Daemonic Chaos apochrypha
Whenever you inflict a creature with the Stupified or You twist your mortal form into that of a demons. You
Frightened condition you deal Mental damage to that learn Demon Form as an innate spell and can cast it at-
creature equal to your Warlock level, plus if the effect that will as a 6th-level spell. This cast of Demon Form has a
granted that condition was a spell you add that spells’ frequency of once per hour.
damage to the total.
If a creature would resultingly be stupified by an Occult Dark Speech 1 Feat 16
spell you cast, and that creature critically fails against
such a spell, that target cannot reduce their stupefied WARLOCK AUDITORY LINGUISTIC
condition below the inflicted amount for 24 hours unless Whispered Undying apochrypha
a spell would counteract it. For each instace of Stupified Prerequisites
Frequency Once per turn
you would inflict on a creature it gains 2 weakness to You’ve come to understand Dark Speech; a language so
Mental damage, of which lasts for as long as the creature reviled that its simple utterances is capable of destroying
remains stupefied. even the holiest of creatures. You learn the Dark Speech
Devil’s Bargain 1 Feat 16 language; this unique language can be understood by any
creature who would understand Necril.
WARLOCK As an action, you can speak Dark Speech to a mindless
Prerequisites Diabolical Underworld apochrypha undead that can hear you, giving them a command.
You’ve come to make contact with vast and powerful Commanding an Undead who you don’t control using
forces from Hell, allowing you to fetter your own soul for Dark Speech allows you to contest its masters Save DC
momentary power. You immediately gain the benefit of using your choice of Diplomacy or Intimidation; you gain
your choice: a +2 circumstance bonus to this check. This command
has the Incapacitation trait.
Immediately restore 66 hit points Critical Success. You dominate the mindless undead.
Regain a 6th level spell slot The commanded undead uses all of its actions on its next
Gain a +6 status bonus to your next attack roll or turn to obey your order as you would wish.
saving throw Success. The mindless undead uses one action on its
Temporarily increase your Charisma score modifier next turn to obey your given command to the best of its
by 1 for 1 hour ability.
End all conditions afflicting you (besides Doomed) Failure. The target is immune for 1 hour.
Gain immunity to the next critical Strike against you Alternatively, you can use an action to weaponize Dark
Once you receive one of these benefits you are Speech against a creature with the Holy trait; if that
immediately inflicted with Doomed 1. If you already are creature can hear you it must make a Will save against
Doomed when you use Devil’s Bargain you increase your your Occult DC. On a failure, it takes 5d6 Spirit damage;
Doomed by 1, but you can also choose 1 additional on a critical failure the creature takes double damage and
benefit for each stack of Doomed. For instance, if you is Confused and Stunned 1.
were already Doomed 1 and use Devil’s Bargain you
become Doomed 2 but can then choose two benefits.
The Voice of Dominion Feat 16 Gift of the Neverseen Feat 18
WARLOCK
WARLOCK
Prerequisites Genie’s Ambition apochrypha You learn Invisiblity and can cast it at-will as a 2nd-level
You’ve unlocked the Voice of Dominion; a rare and spell. The duration of this invisibility is unlimited until
elusive technique posessed by only a handful of incredibly broken.
powerful genies. You can learn Command and can cast it Seeking Blast Feat 18
at-will, heightened to 5th-level. Your voice booms,
increasing the range of your at-will casting of Command WARLOCK INVOCATION
to 500ft. Elementals whom you target always understand Your Eldritch Blast cannot miss; if your attack would fail,
your given command, even if they would be mindless, and but not a critical failure, it instead automatically becomes
suffer a -1 circumstance penalty to their save. a Success, dealing damage accordingly.
Stolen Salvation Feat 16 One with the Aetherial Skies Feat 18
WARLOCK WARLOCK INCANTATION
Prerequisites Empyrean Heavens apochrypha
You’ve touched the heights of the heavens and riven their You learn the Fly spell and cast cast it at-will as a 4th-
blessing for yourself. You gain the Holy trait. Also choose level spell. The duration of Fly when cast on yourself lasts
a Domain; Star, Sun, Moon, Might, Magic, Death, until your next daily preparations.
Ambition, or Secrecy. You gain the advanced domain Key to the Infinite Doorway Feat 18
spell from the chosen domain and can cast it as an
Apochrypha spell. WARLOCK
the line beyond the initial casting the duration of this spell CONCENTRATE TELEPORTATION ILLUSION
is reduced by 2 rounds. Cast 5;
Trigger You take damage
Critical Success The target takes no damage. Range 30ft.
Success The target takes full initial damage but no You escape out of harm’s way using the oldest trick
persistent damage. among the Fae. You immediately become Invisible and
Failure The target takes full initial damage and then teleport to an unoccupied space that you can see
persistent damage, and the target is Enfeebled 1. within range. You remain invisible until the end of your
Critical Failure As failure, but the target takes double next turn.
the persistent damage and is Enfeebled 2.
Heightened (+3) The damage increases by 2d6 and the
persistent damage by 1d6.
Invite Ruination Focus 3 Twist Circumstances Focus 3
UNCOMMON WARLOCK OCCULT FOCUS UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE CONCENTRATE MANIPULATE
Cast 2 Cast 2
Range 500ft.; Area 10ft. Burst Range 30ft.; Targets 1 creature with a circumstance
Defense basic Reflex bonus or penalty
Duration 1 Round
You open a minute portal to the Outer Rifts and allow it to
engulf reality at a point you desginate, dealing 2d6 Sonic You unfold the reality of a creatures’ situation and change
damage and 2d6 damage of a random type, as it to your liking. You reverse a circumstance penalty or
determined by a roll of a d6: bonus and turn it into its opposite; this has the Fortune or
Misfortune trait depending on if you turn a penalty into a
d6 Invite Ruination bonus (Fortune) or a bonus into a penalty (Misfortune). If
1 Fire damage a creature is subject to multiple penalties and bonuses
2 Acid damage you choose which one to target.
3 Poison damage If the target is unwilling it must make a Will save or be
subject to this spell on a failure.
4 Cold damage As an example, if a creature is benefitting from Lesser
5 Electric damage Cover (+1 circumstance bonus) and you affect them with
6 Roll again; increase the additional damage by this spell you turn their +1 bonus to a -1 circumstance
2d6, increase the die iteration of the Sonic penalty.
damage by 1, and increase the radius of the burst
by 5ft.
Radiant Blade Phalanx Focus 3
Heightened (+1) The Sonic damage increases by 2d6. UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE FIRE
Morbid Feast Focus 3
Cast 2
UNCOMMON WARLOCK OCCULT FOCUS Duration 1 Minute
CONCENTRATE MANIPULATE You conjure radiant weapons from the heavens to orbit
Cast 1 you. You create three blades of raw celestial light; with a
Range Touch frequency of once per turn you can take one of the
Target A slain creature that has died within the last following actions:
minute Hurl Blade 1 (Attack, Divine, Magical); Range 60ft.;
Duration 3 rounds Targets One creature, Defense AC; Effect You hurl the
You draw the lingering vitae from the dead creatures’ blade towards a creature within range. Make a spell
body. You become Quickened; you can only use your attack. On a hit you deal 4d6 Slashing damage and 3
Quickened action to Sustain a spell, activate a Warlock splash Fire damage.
feat, or to cast Eldritch Blast. Blade Blessing 1 Command (Divine); Range 60ft.;
If you Control or are the master of an undead minion Target One Ally; Effect The blade moves to empower an
(Such as through Summon Undead or Creature Undead) allies next attack, granting them a +1 status bonus to
they also become Quickened, of which the minion can use their next weapon strike. The resulting Strike gains the
to Strike, Step, Stride, or use an innate feature. Sanctified trait.
Heightened (+2) The duration increases by 1 round. Blade Retribution 1 Command (Divine); Range 60ft.;
Target One ally; Effect The blade moves to guard an ally.
That ally becomes Concealed by the blade until the end of
their next turn; this concealment is not ample cover to
attempt to Hide behind. Once per enemy turn, whenever
they would strike the guarded ally with a melee Strike
they take 2d6 Slashing damage on a basic Reflex save.
Once you take one of the following actions one of the
blades is consumed. You cannot benefit from multiple
instances of this spell; when you cast this spell again the
newest duration takes over the previous casting.
Heightened (+2) You create one more blade and the
damage of each blade option increases by 2d6.
Grasping Rift Focus 7 Hurl Through Hell Focus 7
UNCOMMON WARLOCK OCCULT FOCUS UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE CONCENTRATE MANIPULATE FIRE SPIRIT
Cast 3 Cast 3
Range 800ft; Area 60ft. Burst Range 30ft.; Targets One Target
Duration Sustained up to 1 Minute Defense Will
You open a seam in reality and unveil a horde of You banish a creature through the Hells themselves,
hungering tendrils from outside space and time at a focal cursing them to fall through every layer of hell within a
point within range. The center point of this spell is a 5ft. matter of seconds. You can Touch a creature when you
radius, 60ft. high cylindrical rift from which the tendrils cast this spell to give them a -2 circumstance penalty to
stretch to fill the rest of the radius. The centeral rift is their saving throw. Once you cast this spell on a creature
highly dangerous and actively all-consuming; any creature you cannot target them again for 1 hour unless they
that enters the area takes 6d12 damage (no damage type) critically succeeded.
on a basic Fortitude save. A creature reduced to 0 hit Critical Success The target is unaffected.
points is ripped apart and shunted to the dimension from Success The target takes half damage and is Stunned 1
which the tendrils stem from. by the sudden planar force that rushes through them.
Whenever you Sustain this spell, as well as whenever Failure The target is Banished to the hells, immediately
you would use additional actions to command the rift on a taking 4d8 Spirit damage. At the end of their next turn
turn, you can command a tendril to target a creature the target reappears as they emerge from Hell, taking 25
within the spells’ area, forcing a Reflex save against your persistent Fire damage as hellfire engulfs them; this
Spell Save DC. Huge and larger creatures get one degree hellfire is all-consumptive and has a DC 20 flat recovery
of success better on their save. check, DC 15 with help.
Critical Success The target is unaffected. Critical Failure As failure, but the initial damage and
Success The targets’ speed is reduced by 10ft. but peristent damage is doubled.
suffers no other effect. Heightened (+1) The initial damage increases by 1d8 and
Failure The target is pulled 20ft. towards the Rift and
suffers a -10ft. penalty to their speed. the persistent damage increases by 5.
Critical Failure The target is pulled 40ft. towards the
rift and is Immobilized by the assaulting tendril until the
end of their next turn, they deal 40 damage to the tendril
(AC 31), or they Escape against your spell save DC.
Heightened (9th) The damage of the center rift increases
by 2d12.
Demon’s True Name Focus 7 Power Word Unmake Focus 7
UNCOMMON WARLOCK OCCULT FOCUS UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE LINGUISTIC UNHOLY CONCENTRATE VOID
SUMMON Cast 1
Cast 3 Range 30ft.; Targets 1 Creature or Unattended Object
Range 30ft. You utter a vorpal word of power that draws its target
Duration Unique closer to the Void. Once targeted, the target is then
You speak aloud the name of a Demon whose level is 10 temporarily immune for 10 minutes. The effect of the
or below. The named Demon then attempts a Will save. If spell depends on the target’s level and whether or not the
the named Demon is friendly towards you it is summoned target is an object.
as if it had scored a critical failure. If you speak a demon’s Object The target object takes 70 points of damage (no
true name, and not one of its aliases, the demon makes damage type).
its save with a -2 circumstance penalty. 11th or Lower The target takes 45 points of Void
Naming a powerful being such as a Demon Prince damage and receives 1d6 x 5 weakness to the next
works as well if such a being would owe you a favor or is instance of damage dealt to it.
otherwise friendly towards you; when beseeching a 14th-15th The target takes 20 points of Void damage
powerful being the DM chooses what kind of Demon is and receives 1d4 x 5 weakness to the next instance of
summoned, of which is possible to summon a much more damage dealt to it.
powerful demon than is typically allowed by the 16th or Higher The target takes 10 points of Void
constraints of this spell. A powerful being picks what damage and receives weakness 5 to the next instance of
degree of success the summoned demon is affected with damage dealt to it.
and doesn’t roll a Will save against the spell. Heightened (9th) The levels at which each outcome
Some demons may request of you a bargain before applies increases by 2.
being summoned, of which when agreed to must be
fulfilled. If a bargain you make with a demon isn’t fulfilled Dark Delirium Focus 7
you become Exhausted and any attempt to summon that
same demon will be made one success better against this UNCOMMON WARLOCK OCCULT FOCUS
spell. CONCENTRATE MENTAL EMOTION FEAR ILLUSION
Critical Success The named demon rebukes you, Cast 2
rendering you Stunned 2 until the end of your next turn. Range 60ft.; Targets 1 Creature
Success The named demon is summoned for 1 minute Defense Will
but is not allied to you nor does it obey your spoken You plunge creatures into a state of maddened hysteria.
commands. The effects are determined by the target’s Will save. You
Failure The named demon is summoned for 1 hour and
is allied towards you but does not obey your spoken can Dismiss this spell.
Critical Success The target is unaffected.
commands. Success The target’s mind is assailed and is Stunned 1.
Critical Failure The named demon is summoned for 8
Failure The target is Confused for 1 minute. While
hours and is allied towards you and obeys you spoken Confused, the target is also Frightened 3 and is lost in a
commands. false vision of reality; the creature can only see and hear
Heightened (+1) The level demon you summon increases itself, seeing all other creatures as pale, whispering
by 2. shadows that are indistinguishable from each other. The
Power Word Revivify Focus 7
creature is aware enough to not attack itself; if it cannot
take any hostile actions than it must use all of its actions
UNCOMMON WARLOCK OCCULT FOCUS to try and frantically escape the illusion (even though it
can’t). The target can attempt a new save at the end of
CONCENTRATE HEALING
1
each of its turns to end the confusion.
Cast Critical Failure As Failure, but the target does not
Range 30ft.; Targets 1 friendly creature thats died attempt a new save to end early.
within the last minute Heightened (+1) You can target 1 additional creature.
You cleave soul to body; the target creature returns to life
with 1 hit point but is Wounded 4. This spell ignores any
divine that would prevent resurrection, though the targets
soul may still deny being revivified. In the case that a
divine would prevent resurrection this spell gains the
Unholy trait.
Planar Crash Focus 7 Cocoon of Refuse Focus 1
UNCOMMON WARLOCK OCCULT FOCUS UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE FIRE WATER EARTH CONCENTRATE MANIPULATE
AIR METAL WOOD Cast 2
Cast 2 Range 30ft. Targets One Creature
Range 30ft.; Area 5ft. Burst Defense Reflex; Duration 1 Minute
Duration Sustained up to 1 minute You thread together bits of trash, detrius, excretions, and
Defense basic Fortitude even dead animals to fly and latch onto the target
You call upon all the element to overwhelm an area you creature. The target must attempt a Refelx save. If the
designate, dealing 4d10 damage of a type you choose creature is surrounded by an exceptional amount of
from Fire, Bludgeoning (Water), Slashing (Earth), refuse, such as if you are in a sewer or a landfill, the
Piercing (Metal), Electricity (Air), and Vitality (Wood). creature suffers one degree worse on its saving throw as
Each time you sustain this spell you can choose to the built up trash becomes harder to avoid. Inversely,
move the burst of the spell to a different location within casting this spell on a creature surrounded by a
the same range and deal damage again. particularly clean enviroment causes its saving throw to
Each time you create the burst of this spell and the be one degree higher on its save.
burst would have a naturally occuring element within its Critical Success The creature is unaffected.
area, as described below, the burst captures a portion of Success The creature takes a -5ft. circumstance
that element and increases in size by 5ft. and the spell penalty to its speed and suffers no other effect.
deals an additional 1d10 damage of the associated Failure The creature takes a -10ft. circumstance
element for the rest of the duration. You can do this once penalty to its speeds and is set Off-Guard until it uses at
per element to a maximum of 6 times. least two actions, of which don’t need to be consecutive
Fire A sizeable open flame no smaller than a campfire on a turn, to clean itself off.
or a source of high heat such as flowing lava. Critical Failure As failure, but the creature is also
Water Running water, a natural body of water, or water Immobilized and Sickened 1. The creature can Escape to
deep enough to be difficult terrain. end its Immobilization and speed penalty but cannot
Earth Unhewn and natural occuring stone, buildings retch to end the sickened condition nor remove the Off-
and structure built from stone material, or stony difficult Guard condition; the target must still must use two
terrain. actions, which still needn’t be consecutive, to clean itself
Air Harsh winds, stormy conditions overhead, or in an in-order to end both Sickened and Off-Guard.
area with an open electrical current. Reconstruct Secrets Focus 2
Metal Unprocessed and natural occuring minerals,
buildings and structures built from metal material, or UNCOMMON WARLOCK OCCULT FOCUS
metallic difficult terrain.
Wood Unprocessed and natural occuring plantlife,
CONCENTRATE MANIPULATE
The following listing of focus spells are to be chosen from CONCENTRATE MANIPULATE
10 Minutes
at 7th level. Cast
Range. Regional or 100 miles;
Target One creature you
Relentless Pursuit Focus 3 know well
Requirement Your Tome of Secrets
UNCOMMON WARLOCK OCCULT FOCUS
You write a message imbued with strange magic within
CONCENTRATE MANIPULATE TELEPORTATION
your Tome of Secrets. The page you wrote your message
Cast 2 Range 100ft. on disappears into flame and attempts to find your target.
Targets 1 Creature The message is instantly delivered into the targets open
You focus a sudden burst of dark motivation towards a hand, or if otherwise the target has a proper address that
creature, manifesting yourself between the folds of reality you list as part of the message, it appears there.
to teleport adjacent to them. Choose a creature within Heightened (5th) If the creature is within range the
range; you teleport to an unoccupied space adjacent to message is delivered mentally, provided that the message
them. The target must make a Reflex save or be caught is 25 words or less. If the creature is capable of, it can
Off-Guard until the start of your next turn. respond mentally using 25 words or less.
Intense Clarity Focus 3 Kill for Me! Focus 3
UNCOMMON WARLOCK OCCULT FOCUS UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MENTAL CONCENTRATE FORCE ATTACK
Cast 1 Cast 2
You focus a burst of eldritch magic through your mental Requirement You have a familiar
pathways, forcefully alleviating yourself of mental Defense AC
conditions. You remove up to 3 instances of the following You open a conduit of power within your familiar,
conditions: Frightened, Stupified, Deafened, Blinded, or imbuing it with supernatural strength and agility before
Fascinated. commanding it to maim a target creature. Your familiar
This spell doesn’t immediately end a condition with can Stride, Step, Fly, Swim, or Burrow twice and then
multiple stacked values; for instance, if you are make an attack on your behalf. Make a melee spell strike
Frightened 2 and Stupified 3 you must split your using your Occult spell attack modifier. On a hit your
Intensive Clarity by using 2 charges to end the stacked familiar deals 3d12 Force damage, doubled on a critical
value of Frightened to end its condition early and with the strike.
remaining 1 charge reduce your Stupeified condition to 2 As part of this spell, you can choose to affect this spell
from 3. strike with an Invocation of your choice, treating this spell
as if it were an Eldritch Blast. Invocations that would
Eldritch Smite Focus 3 increase Kill for Me!’s range or damage dice do no affect
it in that way.
Heightened (+1) Increase the Force damage by 1d12.
UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE FORCE
Cast 2 Dark Ward Focus 3
Requirement You are wielding an Eldritch Weapon
You infuse your weapon with deathly eldritch power. UNCOMMON WARLOCK OCCULT FOCUS
Make a melee strike with your Eldritch Weapon. This CONCENTRATE VOID
attack counts as two attacks towards your multiple attack Cast 1
penalty but doesn’t take effect until after your Strike. On a Duration 1 Minute or until expended
hit, your attack deals an additional 2d6 + 3 Force Defense basic Fortitude
damage. The next time you are dealt damage gain damage
Heightened (+2) Increase the additional Force damage by resistance 5 to the highest damage type dealt and deal
1d6 + 2. 4d6 Void damage to the attacking creature. After taking
damage the spell ends.
Heightened (+4) Increase the damage resistance by 5 and
the Void damage dealt by 4d6.
Greater Unearthed Ethereal Form Focus 9
Power UNCOMMON WARLOCK OCCULT FOCUS
The following listing of focus spells are to be chosen from CONCENTRATE MANIPULATE
at 18th level. Cast 2
Duration 1 Minute
Eldritch Doom Focus 9 You assume a semi-spectral form, phasing between the
UNCOMMON WARLOCK OCCULT FOCUS material and ethereal. You gain the Spirit and
CONCENTRATE MANIPULATE FORCE Incorporeal traits, though unlike the Incorporeal trait
2 would usually rule, you can still interact with physical
Cast
20ft. Emanation objects and creatures; though this doesn’t prevent you
Area
basic Reflex from passing through solid objects if you would will it.
Defense You gain 10 damage resistance to all damage besides
You unleash a wave of awesome eldritch power, dealing Force damage and damage from Strikes with the Ghost
12d6 Force damage. You can affect this spell with a Touch property; this resistance is doubled against non-
single Invocation as you would your Eldritch Blast, as magical damage and is accumlative with other sources of
detailed below: damage resistance.
Agonizing Blast. Eldritch Doom deals 12d10 Force
damage plus your Charisma modifier. Nightmare Stasis Focus 9
Eldritch Lightning. Eldritch Doom deals Lightning
damage. If a creature critically fails their save against this UNCOMMON WARLOCK OCCULT FOCUS
spell they also take 2d6 persistent Lightning damage. CONCENTRATE MENTAL SLEEP INCAPACITATION
Screams of the Damned. Eldritch Doom deals Sonic
damage. The emanation radius increases to 30ft. NON-LETHAL
2
Glittering Blast. Creatures don’t benefit from cover Cast
bonuses when calculating their Reflex save; any creature Range 30ft.; Targets 1 Creature
that critically fails is covered with glimmering dust; the Defense Will
target cannot benefit from concealment and suffers a -1 You lull a creature into a state of comatose lucid
status penalty to stealth and perception checks until the nightmares. A creature that falls unconscious from this
start of your next turn. spell falls prone and releases what they’re holding, and
Darkfire Blast. Eldritch Doom deals Fire damage and they can’t attempt Perception checks to wake up. While
deals an additional 4 persistent fire damage, doubled to 8 the duration of this spell persists the target is dealt 6d6
on a critical failure. persistent Mental damage until they wake up; this
Psychosomatic Blast. Your Eldritch Doom deals damage doesn’t awake the creature.
Mental damage and targets Will saves instead of Reflex Critical Success The creature is unaffected and is
saves. On a critical fail a creature is Stunned 2. immune until it next wakes up from a natural cycle of
Abyssal Blast. Your Eldritch Doom deals either Fire, sleep.
Acid, Poison, or Cold damage depending on whichever Success The creature falls unconscious. If its still
damage type would deal the most damage. Whenever you unconscious after 1 round, it wakes up automatically.
woul deal additional damage because of a creature’s Failure The creature falls unconscious. If its still
damage weakness you deal an additional 8 damage. unconscious after 1 hour, it wakes up automatically.
Sepulchral Blast. Your Eldritch Doom deals Void Critical Failure The creature falls unconscious and
damage and renders any creature that fails against it cannot awake unless it takes damage. If the creature
Enfeebled 2, increased to Enfeebled 3 on a critical failure. awakes it is immediately dealt 9d6 Mental damage on a
Scillinating Blast. Eldritch Doom now deals 2d6 Fire, basic Will save; this damage is lethal and has the Death
2d6 Cold, 2d6 Bludgeoning, 2d6 Electricity, 2d6 trait.
Slashing, and 2d6 Vitality damage.
Deteriating Blast. Creatures who fail against your
Eldritch Doom have all of their resistances reduced by 5
until the start of their next turn; on a critical failure each
creature has their resistances counteracted until the start
of their next turn.
Staggering Blast. Creatures who fail against your
Eldritch Doom are knocked prone and forcibly moved
10ft. away from you. On a critical fail they are pushed
20ft. away.
Glimpse Eternity Focus 9
UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE REVELATION
Cast 1
You cast your gaze into the infinite universe and beckon
forth a whisper from a time beyond you. You Recall
Knowledge with a +10 status bonus. Immediately
afterwards you take 9 persistent mental damage and are
Stupified 2.
Imbue Sentience Focus 9
UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE
Cast 1
Requirement You are wielding an Eldritch Weapon
Duration 1 Minute
You grant your Eldritch Weapon a boon of limited
sentience. Your Eldritch Weapon is Set Free as per the
Animated property rune. Your weapon fights on its own
and uses your Occult Spell Attack modifier to make its
attacks. The weapon continues to be animated for the
duration of the spell and doesn’t need to make a flat
check.
You can take the following action, in doing so ending
the spell early;
Reunite 2 envision (teleportation); Effect You
disappear into eldritch shadow and teleport to the space
your Eldritch Weapon occupies and take hold of your
weapon.
Murderous Blast Focus 9
UNCOMMON WARLOCK OCCULT FOCUS
CONCENTRATE MANIPULATE ATTACK SPIRIT DEATH
Cast 2
Range 60ft.; Targets One Creature
Defense AC
You create a bolt of raw spirit rending energy that
damages the soul of its target. On a hit, you deal 18d6
Spirit damage, and on a critical hit, the target takes
double damage.
If this kills its target their soul overloads with spirit
energy and expulses outwards, dealing 45 Spirit damage
in a 15ft. emanation requiring a basic Fortitude save.
Quasit Flumph
DEMON FIEND ABERRATION
Required Number of Abilities. 7 Required Number of Abilities. 7
Darkvision, Flier, Threat Display,
Granted Abilities. Granted Abilities. Darkvision, Flier, Kinspeech, Manual
Manual Dexterity, Skilled (Intimidation), Speech, Touch Dexterity, Skilled (Diplomacy), Ambassador, Damage
Telepathy Avoidance (Reflex), Levitator
Abyssal Knowledge Satisfaction in Loyalty
When a quasit offers Aid for an Arcana or Religion check, The Flumph gains a +2 bonus to checks made to Aid its
it gets the critical success result on any success and gets master.
the critical failure result on any failure.
Oathsworn to the Task
Virtue Aversion You can ask of your Flumph to swear that it will
The quasit’s link to a mortal soul gave it birth, but it accomplish a command you give it; if the Flumph is
presents a vulnerability. Once per round, a creature can willing, given that the task you ask it isn’t apparently
present an object related to something virtuous or good in dangerous, the Flumph will have a +1 status bonus to any
the life of the quasit’s creator (such as a beloved check it must make to complete the request. Sometimes
daughter’s doll) as an Interact action to automatically your Flumph might need to be convinced with a Medium
deal the quasit 2d6 mental damage. DC Diplomacy check.
Abyssal Shape Cassisian
You quasit familiar can cast Pest Shape as a divine at-will CELESTIAL ANGEL
spell to assume the form of a bat, toad, or centipede. This Required Number of Abilities. 8
casting of Pest Form can be Sustained beyond its original Granted Abilities.Darkvision, Flier, Speech, Fast
duration. Movement (Fly), Skilled (See Repository of Lore),
Damage Resistance (Cold, Fire), Levitator
Watcher Angelic Defense
ABERRATION The Cassisian has a +1 status bonus to its AC against
Required Number of Abilities. 8 attacks and to all saving throws inflicted by Unholy
Granted Abilities.Darkvision, Flier, Levitator, Damage creatures.
Avoidance (Will), Skilled (Occultism), Resistance (Acid,
Cold), Independant Guardian Helm
Magically Aware The Cassisian can be worn as a helmet; this counts as the
Absorb Familiar ability. The Cassisian imparts its Angelic
The Watcher is under the constant effects of a 1st-level Defense status bonuses to its wearer.
Detect Magic spell.
Repository of Lore
Hungry for Knowledge While the cassisian isn’t particularly intelligent, it has
The Watcher has a unique sense called Knowledgesense perfect memory and can remember everything it sees or
that allows it to know the impercise location of any object hears. This allows it to attempt Lore checks on any topic,
that might contain information that it or its master provided (at the GM’s discretion) the cassisian has
doesn’t yet know. encountered the topic in question before. The cassisian’s
limited intellect often prevents it from acting upon its
knowledge, making it a better resource than agent in
matters of information use
Legal Stuff
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am expressly prohibited from charging you to use or access this content. This homebrew is not published, endorsed, or specifically approved by
Paizo. For more information about Paizo Inc. and Paizo products, visit paizo.com.
ORC License
ORC Notice
This product is licensed under the ORC License held in the License of Congress at TX-307-067 and available online at various locations including
www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein.
Attribution
This product is based on the following Licensed Material:
Pathfinder Roleplaying Game, © Paizo Inc. Designed by Jason Bulmahn.
Use of my Licensed Material in your own published work must be attributed to me in your product as follows:
Pathfinder 2e: Warlock Class, Designed by /u/GrimUlkoves
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative
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13. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-
2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. END OF
LICENSE
This is here just in-case, I don’t know the difference
between the OGL and ORC. Pls no sue WOTC :(