Warlock
Some acquire power by birthright, others by study and training, and some by less...savory means. A Warlock learns forbidden Mysteries through a pact with dark and terrible entities. In return for power, the Warlock signs a contract in their own blood and is marked with the Witch's Seal over their heart. Though one may skirt its terms at times, a contract with Hell is not easily broken. Who did you make your infernal bargain with? What did you give in exchange for power? Describe the terms of your contract.
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Key Ability
Blood Magic
Perk
You practice a dark and forbidden form of magic where the expenditure of blood in spells and rituals greatly increases their power. You can gain a bonus to any spellcasting Feat you make in the presence of fresh blood (yours or another's). The bonus is up to the GM to decide based on how much blood is present (+1 for every 10 HP of blood is suggested).
You are able to cast spells using The Mystery. Select three Rotes now and learn two more at Levels 5, 10, 15, and 20.
Perk
You practice a dark and forbidden form of magic where the expenditure of blood in spells and rituals greatly increases their power. You can gain a bonus to any spellcasting Feat you make in the presence of fresh blood (yours or another's). The bonus is up to the GM to decide based on how much blood is present (+1 for every 10 HP of blood is suggested).
You are able to cast spells using The Mystery. Select three Rotes now and learn two more at Levels 5, 10, 15, and 20.
Warlock Schema
A Warlock draws their power from The Mystery and may learn any Warlock or Arcane Schema.
Compulsory Sacrifice
Interrupt - 1 Focus
When you'd take damage, you may use the following Interrupt: a creature within 5 yards of you must Save or take the damage on your behalf. If the creature is a willing ally, they may Save to reduce the damage by 50%.
Interrupt - 1 Focus
When you'd take damage, you may use the following Interrupt: a creature within 5 yards of you must Save or take the damage on your behalf. If the creature is a willing ally, they may Save to reduce the damage by 50%.
- Rank 2: If the creature is a willing ally, they gain (Power)d6 Temporary HP after taking damage from Compulsory Sacrifice.
- Rank 3: Allies have Advantage to Save against Compulsory Sacrifice and enemies have Disadvantage to Save against it.
- Rank 4: If Compulsory Sacrifice reduces a creature to 0 HP, recover 1d6 Focus.
- Rank 5: Allies who Save against Compulsory Sacrifice take 0 damage and enemies who fail to Save take double damage from it.
Devil's Mark
Minor Action
Draw power from the Witch's Seal over your heart, invoking the power of your contract but losing part of your mind and soul in the exchange. Restore your Focus to 100% but suffer 1 Trauma.
Minor Action
Draw power from the Witch's Seal over your heart, invoking the power of your contract but losing part of your mind and soul in the exchange. Restore your Focus to 100% but suffer 1 Trauma.
- Rank 2: You also recover (Power)d6 HP when you use Devil's Mark.
- Rank 3: Make a Save against each negative status condition affecting you when you use Devil's Mark.
- Rank 4: You may spend 1 Stamina to remove a Wound when you use Devil's Mark.
- Rank 5: You may spend 1 Stamina to Save when you use Devil's Mark. If successful, you do not suffer Trauma from its use.
Hellfire
Action - 1 Focus
Make a Focal weapon attack. The target takes an additional (Power)d6 damage now and (Power) Ongoing Damage (Save ends).
Action - 1 Focus
Make a Focal weapon attack. The target takes an additional (Power)d6 damage now and (Power) Ongoing Damage (Save ends).
- Rank 2: The effects of Hellfire only end when you take damage, the Scene ends, or the target is reduced to 0 HP.
- Rank 3: A creature cannot recover HP while taking Ongoing Damage from Hellfire.
- Rank 4: You may use Hellfire as an area attack, targeting all creatures in a 3 x 3 yard area centered on a space within 10 yards of you.
- Rank 5: When a creature under the effects of Hellfire is reduced to 0 HP, recover 1 Stamina as you consume their essence.
Nightmare
Action - 1 Focus
Make a Focal weapon attack. If you hit, the target is Staggered (Save ends) as horrific visions paralyze them with fear.
Action - 1 Focus
Make a Focal weapon attack. If you hit, the target is Staggered (Save ends) as horrific visions paralyze them with fear.
- Rank 2: Push the target (Power) yards regardless of whether Nightmare hits or misses.
- Rank 3: If hit by Nightmare, the target suffers Disadvantage on their next (Power) Saves.
- Rank 4: The target is Staggered (Save ends) regardless of whether you hit or miss with Nightmare.
- Rank 5: If the target is suffering from any other negative status condition, Nightmare Stuns instead of Staggering them (Save ends).
Planeshift
Minor Action - 1 Focus
Become Intangible until the start of your next turn.
Minor Action - 1 Focus
Become Intangible until the start of your next turn.
- Rank 2: You may teleport up to (Power) yards as part of this Action.
- Rank 3: Any enemy whose space you pass through while Intangible suffers Disadvantage on their next Feat.
- Rank 4: Whenever the effects of Planeshift end, you may Save - if successful, Planeshift's effects continue for another round at no cost.
- Rank 5: While Planeshift is active, you may Save whenever you spend Focus to recover 1 Focus.
Vampiiric Embrace
Action - 1 Focus
Make a Focal weapon attack. You or an ally within 10 yards of you recovers HP equal to the damage the target took.
Action - 1 Focus
Make a Focal weapon attack. You or an ally within 10 yards of you recovers HP equal to the damage the target took.
- Rank 2: The beneficiary of Vampiiric Embrace gains a +(Power) bonus to their next Combat roll.
- Rank 3: Any time you'd make a Focal weapon attack, you may use Vampiiric Embrace instead.
- Rank 4: Every creature adjacent to you when you use Vampiiric Embrace takes (Power) damage and must Save or be Weakened until the end of their next turn. You then gain (Power) Temporary HP for each creature affected in this manner.
- Rank 5: Enemies hit by Vampiiric Embrace are Weakened and Staggered (Save ends both).
Warlock Perks
Anathema
Aberrants, Godlings, and Infernals recognize your Witch's Seal. Knowing you belong to another, they won't attack you unless provoked or commanded to do so.
Aberrants, Godlings, and Infernals recognize your Witch's Seal. Knowing you belong to another, they won't attack you unless provoked or commanded to do so.
Dark Miasma
Whenever you Save and end a negative status effect, an enemy of your choice within 10 yards must Save or gain the condition (Save ends).
Whenever you Save and end a negative status effect, an enemy of your choice within 10 yards must Save or gain the condition (Save ends).
Immortal Curse
Your dark patrons claim the sole right to torment you; ignore penalties related to Trauma.
Your dark patrons claim the sole right to torment you; ignore penalties related to Trauma.
Inner Demon
For each Wound or Trauma you have, gain your choice of one of the following Demon Traits, which give power but visually identify your connection to dark powers:
For each Wound or Trauma you have, gain your choice of one of the following Demon Traits, which give power but visually identify your connection to dark powers:
- Bat Wings: You may Jump for any move Action
- Cloven Hooves: Speed +3
- Ebon Claws: Combat +2
- Flaming Eyes: Awareness +5, Luck +3, Darkvision
- Goat Horns: Recover 1 Focus when a Scene starts
Sadist
For each negative status condition affecting a creature, your Combat rolls against them gain a +(Power) bonus.
For each negative status condition affecting a creature, your Combat rolls against them gain a +(Power) bonus.
Vampiir
The benefits of Vampiirism are:
The benefits of Vampiirism are:
- You no longer age, eat drink, sleep, or breathe
- You have Advantage on Feats related to stealth, persuasion, and physical endurance
- When you roll a Critical Hit or reduce an enemy to 0 HP, you recover (Power)d6 HP.
- No matter what, you have Disadvantage on all Feats made while in direct sunlight
- You gain the benefits of a Full Rest only after you have drunk (Level x 5) HP worth or mortal blood or (Level x 10) HP of animal blood.
- You are considered Accursed; anything that affects Accursed creatures also affects you
Rituals
Animate Corpse
You can place a soul you have bound into a deceased corpse, creating a Ghast which serves you for the next 24 hours, after which the soul is released and the corpse becomes inanimate once again. The Ghast has the same stats and abilities that it did in life. Your Ghast has one Action of its own which it may take during your turn. You can also use one of your Action to command a Ghast during your turn.
You can place a soul you have bound into a deceased corpse, creating a Ghast which serves you for the next 24 hours, after which the soul is released and the corpse becomes inanimate once again. The Ghast has the same stats and abilities that it did in life. Your Ghast has one Action of its own which it may take during your turn. You can also use one of your Action to command a Ghast during your turn.
Bind Soul
Spend 1 hour creating and enchanting a small jar made from a mixture of clay and ground bone. The soul of the next creature that dies within 100 yards of you is drawn into the vessel and trapped. You may break the jar as a Free Action to summon the soul forth, forcing them to perform a single task for you. The soul can manipulate objects up to 100 yards away from you, carry objects weighing up to 10 Stones, can become visible or remain invisible, and may fly and pass through solid matter. It cannot attack or harm a living creature.
Spend 1 hour creating and enchanting a small jar made from a mixture of clay and ground bone. The soul of the next creature that dies within 100 yards of you is drawn into the vessel and trapped. You may break the jar as a Free Action to summon the soul forth, forcing them to perform a single task for you. The soul can manipulate objects up to 100 yards away from you, carry objects weighing up to 10 Stones, can become visible or remain invisible, and may fly and pass through solid matter. It cannot attack or harm a living creature.
Blood and Body
After 15 minutes of painful transformation, you taken on the physical appearance of someone whose blood you have previously tasted. Your appearance and voice are a perfect match. Your disguise cannot give you away (though your actions or lack of knowledge might). This effect lasts until your next Full Rest ends.
After 15 minutes of painful transformation, you taken on the physical appearance of someone whose blood you have previously tasted. Your appearance and voice are a perfect match. Your disguise cannot give you away (though your actions or lack of knowledge might). This effect lasts until your next Full Rest ends.
Imbibe Memory
After tasting the blood of another, you briefly absorb their knowledge and memories. You immediately acquire one important fact about the creature or bit of knowledge they have (as determined by the GM) and for the next 5 minutes, have Advantage on Feats made to persuade or interrogate them.
After tasting the blood of another, you briefly absorb their knowledge and memories. You immediately acquire one important fact about the creature or bit of knowledge they have (as determined by the GM) and for the next 5 minutes, have Advantage on Feats made to persuade or interrogate them.
Necromancy
Spend up to 1 hour speaking to a ghost. To summon the spirit, you must have something this person owned in life or be near their corpse or place of death (this Ritual will fail, however, if the spirit has already been reincarnated). Make a Feat with +1d6 for every 15 minutes spent speaking. For each Bump, the dead will answer one question to the best of their knowledge.
Spend up to 1 hour speaking to a ghost. To summon the spirit, you must have something this person owned in life or be near their corpse or place of death (this Ritual will fail, however, if the spirit has already been reincarnated). Make a Feat with +1d6 for every 15 minutes spent speaking. For each Bump, the dead will answer one question to the best of their knowledge.
Vampiiric Healing
Drink the blood of a restrained or unconscious victim for 10 minutes, inflicting 1d6 Wounds upon them and removing 1 Wound from yourself.
Drink the blood of a restrained or unconscious victim for 10 minutes, inflicting 1d6 Wounds upon them and removing 1 Wound from yourself.
Voice From the Deep
Spend up to 1 hour in complete darkness. Make a Feat with +1d6 for every 15 minutes spent in the darkness. For each Bump, ask one question. A voice from the darkness will respond in up to three words. The voice will always respond truthfully to the best of the GM's knowledge and offer insight in the best interest of you and your allies.
Spend up to 1 hour in complete darkness. Make a Feat with +1d6 for every 15 minutes spent in the darkness. For each Bump, ask one question. A voice from the darkness will respond in up to three words. The voice will always respond truthfully to the best of the GM's knowledge and offer insight in the best interest of you and your allies.
Warlock's Curse
Speak a curse over an enemy creature, causing them to fall under the effects of a supernatural affliction. A curse takes 1 minute to pronounce and its effects do not begin until the victim has finished a Full Rest. Pick a curse from the left column; the GM picks a way the curse may be lifted from the column on the right.
Speak a curse over an enemy creature, causing them to fall under the effects of a supernatural affliction. A curse takes 1 minute to pronounce and its effects do not begin until the victim has finished a Full Rest. Pick a curse from the left column; the GM picks a way the curse may be lifted from the column on the right.
The victim...
Becomes a beast whose form fits their vice Speaks only gibberish and profanity Is plagued by horrific nightmares Feels incredible pain when touched |
The curse can be lifted by...
Destroying what the victim loves most Loving another, and they in turn Imbibing a rare, magical ingredient 40 days of ritual cleansing and prayer |