A sorcerer is defined by his pact with a being from another world. Sometimes the relationship between a sorcerer and his patron is similar to that of a cleric with his god, although these beings are not deities. A warlock may lead a cult dedicated to a demon prince, an arch-devil, or an entity completely unrelated to reality – beings who normally have no clergy to serve them. Most of the time, however, the agreement is similar to that between a teacher and an apprentice. The sorcerer learns and increases his power, at the price of having to provide occasional services for his employer.
The magic given to a warlock ranges from subtle but lasting alterations in the warlock’s nature (such as the ability to see in the dark or read any language) to access to powerful spells. Unlike magicians, warlocks complement their magic with a certain ability for close combat. A warlock usually wears light armor comfortably, and they are familiar with the use of simple weapons. If you want to get more details about the other Apk So Visit this site
Hit dice: 1d8 per warlock level.
Hitpoints at first level: 8 + your Constitution modifier.
Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier for each warlock level after the first.
Armor: Light armor.
Weapons: Simple weapons, bard
Salvation Rolls: Wisdom, Charisma
Skills: Choose two abilities from: Arcane, Cheat, History, Intimidation, Investigation, Nature, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
– a) A light crossbow and 20 bolts or b) any simple weapon.
– a) A bag of components or b) An arcane focus.
– a) A scholar team or b) A dungeon team.
– Leather armor, any simple weapon, and two daggers.
At 1st level, you have come to terms with an otherworldly being of your choice: the Archflener, the Infernal, or the Great Ancient, each of which is detailed at the end of the class description. Your choice grants you class traits at level 1, and again at level 6, level 10, and level 14.
Your arcane investigations and the magic granted by your patron have led you to do well with spells.
You know two tricks of your choice from the Warlock Spell List. You learn additional tricks of your choice at higher levels, as shown in the Known Tricks column of the Warlock table.
The Warlock table shows how many spell spaces you have. The table also shows what level these spaces are from; all your spell spaces are of the same level. To cast one of your level 1 or higher warlock spells, you must spend one spell slot. You recover all your spent spell spaces when you finish a short or long rest. For example, when you are level 5, you have two levels 3 spell spaces. To cast the level 1 thunder wave spell, you must spend one of those spaces, and cast it as a level 3 spell.
Level 1 and higher known spells
At 1st level, you meet two Tier 1 spells you choose from the Warlock Spell list. The Known Spells column in the Warlock table shows when you learn more warlock spells of your choice from level 1 and above. Each of these spells must be of a level no higher than that shown in the Space Level column for your level. For example, when you reach level 6 in this class, you learn a new warlock spell, which can be level 1, 2, or 3.
Additionally, when you gain a level in this class, you can choose a warlock spell you already know, and replace it with another from the warlock spell list, which must be of a level for which you have spell spaces.
Charisma is the spellcasting feature for your bujo spells, so you use your Charisma every time a spell references your spellcasting feature.
In addition, you use your Charisma to determine the DC of the saving throw of your warlock spells and when you make an attack roll with one of them.
Spell Salvage CD = 8 + your proficiency bonus + your Charisma
modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Barbarian 5e
You can use an arcane focus as a spellcasting focus for your warlock spells.
During your studies of hidden knowledge, you have unearthed supernatural summons, shards of forbidden knowledge that have imbued you with permanent magical abilities. At 2nd level, you gain two supernatural summons of your choice. Your invocation options are detailed at the end of the class description. When you reach certain levels of Warlock, you gain additional summons of your choice, as shown in the Known Summons column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the summonses you already know and replace it with another summon you can learn at that level.
Gift of the Covenant
At level 3, your Ultraterrenal patron grants you a gift as a reward for your loyal services. You gain one of the following traits of your choice.
You learn the familiar find spell and can cast it as a ritual. The spell does not count towards your number of known spells.
When you cast the spell, you can choose one of the usual forms for your family member, or you can choose one of the following special forms: imp, goblin, quasit, or DND. Additionally, when you choose the Attack action, you can give up one of your attacks to allow the familiar to make an attack himself, expending his reaction.
You can use your action to create a covenant weapon in your empty hand. You can choose the shape you want this melee weapon to have every time you create it. You have a competition with it while you hold it. This weapon counts as magical in order to overcome resistance and immunities to weapons and non-magical damage.
Your covenant weapon disappears if it is more than 5 feet from you for 1 minute or more. It also disappears if you use this trait again, if you end this effect (no action needed), or if you die.
You can transform a magic weapon into your covenant weapon by performing a special ritual while holding the weapon. It takes 1 hour to perform the ritual, which can be carried out during a short break. Then you can make the weapon disappear, sending it to an extra-dimensional space, and after this, it will appear every time you create your covenant weapon. You cannot affect an artifact or smart weapon with this trait. The weapon is no longer your covenant weapon if you perform the same ritual for 1 hour on another weapon, or if you perform another 1-hour ritual to break your bond with it. The weapon appears at your feet if it is in extradimensional space when the link is broken.
Your patron grants you a grimoire called the Book of Shadows. When you gain this trait, choose three tricks from the spell list of any class. Each can be from a list of spells of a different class. As long as you have the book with you, you can launch these three tricks at will. These cheats do not count towards your number of known tricks, and they count as warlock spells for you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a substitute for it from your employer. This ceremony can be performed during a short or long break and destroys the previous book. The book turns to ashes when you die.
Your Gift of the Covenant
Each Gift of the Covenant option creates a special creature or item that reflects the nature of your pattern.
Chain Covenant. Your relative is smarter than a normal relative. Its typical form can be a reflection of your pattern with goblins and DND linked to the Archifeérico and imps and quásits linked to the Infernal. Since the nature of the Great Ancient is inscrutable, any form is suitable for its relatives.
Leaf Covenant. If your pattern is the Archipheric, your weapon could be a slender sword surrounded by creeper blades. If you serve the Infernal, it could be a black metal ax and adorned with decorative flames. If your patron is the Great Ancient, the covenant weapon would be an ancient-looking spear, with a gem embedded in its head, carved to simulate a terrible ever-watchful eye.
Volume Covenant. Your Book of Shadows could be a beautiful gold-edged tome with spells of enchantment and illusion given to you by the Archipheric himself. Or it could be a heavy tome covered in demon skin and studded with iron, containing Conjuration powers and valuable forbidden knowledge about the most sinister regions of the cosmos; a gift from Hell. Or even the worn-out diary of a lunatic, driven mad by his contact with the Great Ancient, with bits of spells that only your own incipient insanity allows you to understand.
When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase a characteristic score of your choice by 2, or you can increase two characteristic scores of your choice by 1. As a general rule, you cannot increase a characteristic score above 20 using this trait.
At level 11, your employer grants you a mystical secret known as an arcane. Choose a level 6 spell from the warlock’s spell list to make it you’re arcane. You can cast your arcane once without spending a spell slot. You must end a long break before you can do it again.
At higher levels, you gain more warlock spells that can be cast this way: a level 7 spell at level 13, a level 8 spell at level 15, and a level 9 spell at level 17. You regain all your uses Mystic Arcanum when you finish a long rest.
Master of the Supernatural
At level 20, you use a mixture of pleas to your employer and your own internal reserves of mystical power to recover spent spell spaces. You can spend 1 minute asking your boss for help to recover all your spent spell spaces from the Covenant Magic trait. Once you use this trait, you must finish a long rest before you can use it again.
The beings who act as patrons for warlocks are powerful inhabitants of other planes of existence – they are not gods, but they do possess quasi-divine power. Various patterns give their witches access to different powers and summons, and in return, they expect significant favors.
Some patrons collect warlocks, handing out mystical knowledge very freely, or boasting of their ability to chain mortals to their will. Other patterns reluctantly grant their power, and they may make a pact with a single warlock. Warlocks serving the same pattern may view each other as allies, brothers, or rivals.