The Warlock
The lure of power calls to many within Hyrule. Sinister, shadowy, or chaotic forces sometimes sacrifice a portion of their own power to create a pact with one seeking such power, offering their services in order to further their own goals through the hands of another. Warlocks are almost always hated by the societies that they can be found in if discovered, as they usually bring suffering wherever they go.
New Warlock Spells
- Cantrips: Empty Double, Snapshot, Summon Scarecrow
- 1st Level: Conjure Puppet, Conjure Weapon
- 2nd Level: Vehicle Sigil, Yunobo’s Cannonball
- 3rd Level: Form to Fairy
- 4th Level:
- 5th Level: Return Beast Spirit
- 6th Level: Spell Spell, Spirit Vessel
- 7th Level:
- 8th Level: Blizzard, Emit Gloom
- 9th Level: Blood Moon, Gloom Revival
Fairy Queen Patron
3rd Level: Patron Spells
The magic of your otherworldly patron grants you the following benefits:
Prepared Spells. You always have certain spells ready; when you reach a Warlock level specified in the Fairy Queen spells table, you thereafter always have the listed spells prepared.
3rd Level) Bless, Cure Wounds
5th Level) Lesser Restoration, Magic Weapon
9th Level) Form to Fairy, Revivify
13th Level) Aura of Life, Aura of Purity
17th Level) Greater Restoration, Holy Weapon
3rd Level: Lifegiver
You gain the Spare the Dying cantrip. When a creature within 30 feet of you is reduced to 0 HP or fewer you may expend a spell slot as a reaction, causing them to immediately regain consciousness and regain hit points equal to 1d8 times the level of the spell slot expended in this way. You must finish a long rest to use this feature again on a creature you have already expended a spell slot on in this way.
6th Level: Permanent Blessing
By spending 10 minutes focusing on a weapon, shield, or piece of armor to empower it with magic, transforming it into a +1 magic item of the same type. When doing so it also costs you a specific number of rupees (500 for weapons and shields and 1,000 for armor).
10th Level: Great Fairy
You gain a Fly speed equal to your speed when not wearing armor, your origin changes to Fey, you gain advantage on charm saving throws, and you cannot be put to sleep. You now trance for 4 hours to benefit from a short rest instead of sleeping.
14th Level: Fairy Fountain
You gain the ability to manifest a fairy fountain as an action. This creates an aura of life out to a distance of 60 feet, centered on yourself but not moving with you. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each ally regains HP equal to your spellcasting modifier at the start of their turns and may use a reaction when reduced to 0 HP to immediately regain 1 HP. You must take a long rest to use this feature again or expend a spell slot of 4th level or higher.
The magic of your otherworldly patron grants you the following benefits:
Prepared Spells. You always have certain spells ready; when you reach a Warlock level specified in the Fairy Queen spells table, you thereafter always have the listed spells prepared.
3rd Level) Bless, Cure Wounds
5th Level) Lesser Restoration, Magic Weapon
9th Level) Form to Fairy, Revivify
13th Level) Aura of Life, Aura of Purity
17th Level) Greater Restoration, Holy Weapon
3rd Level: Lifegiver
You gain the Spare the Dying cantrip. When a creature within 30 feet of you is reduced to 0 HP or fewer you may expend a spell slot as a reaction, causing them to immediately regain consciousness and regain hit points equal to 1d8 times the level of the spell slot expended in this way. You must finish a long rest to use this feature again on a creature you have already expended a spell slot on in this way.
6th Level: Permanent Blessing
By spending 10 minutes focusing on a weapon, shield, or piece of armor to empower it with magic, transforming it into a +1 magic item of the same type. When doing so it also costs you a specific number of rupees (500 for weapons and shields and 1,000 for armor).
10th Level: Great Fairy
You gain a Fly speed equal to your speed when not wearing armor, your origin changes to Fey, you gain advantage on charm saving throws, and you cannot be put to sleep. You now trance for 4 hours to benefit from a short rest instead of sleeping.
14th Level: Fairy Fountain
You gain the ability to manifest a fairy fountain as an action. This creates an aura of life out to a distance of 60 feet, centered on yourself but not moving with you. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each ally regains HP equal to your spellcasting modifier at the start of their turns and may use a reaction when reduced to 0 HP to immediately regain 1 HP. You must take a long rest to use this feature again or expend a spell slot of 4th level or higher.
Rupee Patron
3rd Level: Patron Spells
The magic of your otherworldly patron grants you the following benefits:
Prepared Spells. You always have certain spells ready; when you reach a Warlock level specified in the Rupee spells table, you thereafter always have the listed spells prepared.
3rd Level) Disguise Self, Identify
5th Level) Locate Object, Suggestion
9th Level) Clairvoyance, Tongues
13th Level) Compulsion, Leomund’s Secret Chest
17th Level) Animate Objects, Seeming
3rd Level: Treasure Finder
When you or an ally kill a creature within 60 feet of you, that creature drops additional rupees equal to your spellcasting modifier plus its Challenge Rating (minimum 1).
6th Level: Bribe
You may make a Persuasion (Charisma) check to bribe a creature within range as an action. When you do so, you lose a number of rupees equal to the target's Challenge Rating (minimum 1) and the target makes a Charisma saving throw with a DC equal to your Persuasion check. On a failed save the target will not willingly attack you for 1 minute or until you attack it or use a spell on it. You cannot use this feature if you do not have enough rupees. Once you use this feature, you can't use it again until you finish a short or long rest.
10th Level: Improvised Proficiency
At 10th level, you ignore all race, class, and level requirements on the use of magic items.
14th Level: Bribe Dead
You gain the Resurrection and True Resurrection spells and may use them as an action without expending a spell slot, choosing to spend rupees instead of diamonds for these spells. The target of these spells does not need to be willing for you to force them to return to life in this way.
The magic of your otherworldly patron grants you the following benefits:
Prepared Spells. You always have certain spells ready; when you reach a Warlock level specified in the Rupee spells table, you thereafter always have the listed spells prepared.
3rd Level) Disguise Self, Identify
5th Level) Locate Object, Suggestion
9th Level) Clairvoyance, Tongues
13th Level) Compulsion, Leomund’s Secret Chest
17th Level) Animate Objects, Seeming
3rd Level: Treasure Finder
When you or an ally kill a creature within 60 feet of you, that creature drops additional rupees equal to your spellcasting modifier plus its Challenge Rating (minimum 1).
6th Level: Bribe
You may make a Persuasion (Charisma) check to bribe a creature within range as an action. When you do so, you lose a number of rupees equal to the target's Challenge Rating (minimum 1) and the target makes a Charisma saving throw with a DC equal to your Persuasion check. On a failed save the target will not willingly attack you for 1 minute or until you attack it or use a spell on it. You cannot use this feature if you do not have enough rupees. Once you use this feature, you can't use it again until you finish a short or long rest.
10th Level: Improvised Proficiency
At 10th level, you ignore all race, class, and level requirements on the use of magic items.
14th Level: Bribe Dead
You gain the Resurrection and True Resurrection spells and may use them as an action without expending a spell slot, choosing to spend rupees instead of diamonds for these spells. The target of these spells does not need to be willing for you to force them to return to life in this way.
Twilight Patron
3rd Level: Patron Spells
The magic of your otherworldly patron grants you the following benefits:
Prepared Spells. You always have certain spells ready; when you reach a Warlock level specified in the Twilight spells table, you thereafter always have the listed spells prepared.
3rd Level) Guiding Bolt, Inflict Wounds
5th Level) Darkvision, Moonbeam
9th Level) Daylight, Spirit Guardians
13th Level) Greater Invisibility, Polymorph
17th Level) Destructive Wave, Dispel Evil and Good
3rd Level: Imp Form
You can use your action to magically assume the form of a shadow. While in this form you have advantage to stealth checks made to hide when obscured by darkness, have disadvantage on all checks when in contact with direct sunlight, your size shrinks to tiny, you can squeeze through any opening that is up to 1 square inch wide, and you ignore difficult terrain. You cannot cast spells while in this form nor manipulate objects and may use an action to return to normal. This form lasts a number of minutes equal to your spellcasting modifier (minimum 1) or until you dismiss it as an action and cannot be used again until you finish a short or long rest.
6th Level: Twilight Spellcasting
When you hit a creature with radiant damage you may use your bonus action to make that target vulnerable to necrotic damage until the end of your next turn. When you hit a creature with necrotic damage you may use your bonus action to make that target vulnerable to radiant damage until the end of your next turn. You can use this feature a number of times equal to your spellcasting modifier and regain all uses of this feature when you finish a long rest.
10th Level: Penetrating Twilight
Creatures do not have resistance or immunity to Radiant or Necrotic damage dealt by you unless they are resistant or immune to both Radiant and Necrotic damage.
14th Level: Beast of Twilight
You gain the ability to transform into a large beast of twilight. As an action, your size becomes Huge, you gain advantage on Strength and Constitution checks and saving throws, resistance to nonmagical weapons, your movement speed becomes 50 ft, and your AC is set to 8. In addition you gain temporary HP in this form equal to your spellcasting ability modifier times your Warlock level, cannot cast spells, and gain the following melee attack: Reach 15 feet; +10 to AC; on a hit the target takes 4d8 radiant or necrotic damage. You return to normal when the temporary HP from this feature is reduced to 0 or if you use an action to end this effect. Once this feature is used you cannot use it again until you finish a long rest or expend a spell slot of at least 4th level or higher.
The magic of your otherworldly patron grants you the following benefits:
Prepared Spells. You always have certain spells ready; when you reach a Warlock level specified in the Twilight spells table, you thereafter always have the listed spells prepared.
3rd Level) Guiding Bolt, Inflict Wounds
5th Level) Darkvision, Moonbeam
9th Level) Daylight, Spirit Guardians
13th Level) Greater Invisibility, Polymorph
17th Level) Destructive Wave, Dispel Evil and Good
3rd Level: Imp Form
You can use your action to magically assume the form of a shadow. While in this form you have advantage to stealth checks made to hide when obscured by darkness, have disadvantage on all checks when in contact with direct sunlight, your size shrinks to tiny, you can squeeze through any opening that is up to 1 square inch wide, and you ignore difficult terrain. You cannot cast spells while in this form nor manipulate objects and may use an action to return to normal. This form lasts a number of minutes equal to your spellcasting modifier (minimum 1) or until you dismiss it as an action and cannot be used again until you finish a short or long rest.
6th Level: Twilight Spellcasting
When you hit a creature with radiant damage you may use your bonus action to make that target vulnerable to necrotic damage until the end of your next turn. When you hit a creature with necrotic damage you may use your bonus action to make that target vulnerable to radiant damage until the end of your next turn. You can use this feature a number of times equal to your spellcasting modifier and regain all uses of this feature when you finish a long rest.
10th Level: Penetrating Twilight
Creatures do not have resistance or immunity to Radiant or Necrotic damage dealt by you unless they are resistant or immune to both Radiant and Necrotic damage.
14th Level: Beast of Twilight
You gain the ability to transform into a large beast of twilight. As an action, your size becomes Huge, you gain advantage on Strength and Constitution checks and saving throws, resistance to nonmagical weapons, your movement speed becomes 50 ft, and your AC is set to 8. In addition you gain temporary HP in this form equal to your spellcasting ability modifier times your Warlock level, cannot cast spells, and gain the following melee attack: Reach 15 feet; +10 to AC; on a hit the target takes 4d8 radiant or necrotic damage. You return to normal when the temporary HP from this feature is reduced to 0 or if you use an action to end this effect. Once this feature is used you cannot use it again until you finish a long rest or expend a spell slot of at least 4th level or higher.