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The Warlock: A Pact Forged in Shadow


Introduction: The Bound Seeker

In a land of heroes who draw their strength from sword, spell, or sanctified rite, the Warlock walks a more treacherous path — a path paved in whispers, bargains, and secrets long buried in the dark.

The Warlock is not born with their magic, nor is it painstakingly learned through decades of study. It is granted — bestowed by an entity beyond comprehension: a being of ancient power, terrible beauty, or cosmic madness. A Warlock is the result of a pact, a binding agreement struck between a mortal and a patron who exists beyond the veil of the world.

Yet the Warlock is no pawn.

While others may see only corruption or desperation, the Warlock sees opportunity — a crack in the world that, if pried open, may offer transcendence. They are seekers of forbidden truths, carriers of alien fire, scholars of the unspeakable. Whether seduced by power, driven by revenge, or simply curious beyond safety, the Warlock stands as a liminal figure: part mage, part vessel, part enigma.

Magic flows through them like ink across a contract — dark, elegant, and binding.


The Pact: Power at a Price

A Warlock’s patron is not merely a source of spells — it is a presence that shapes their soul, bends their will, and etches its influence onto every choice. Unlike clerics, whose gods are worshipped, a Warlock’s patron is bargained with, challenged, or sometimes outright defied. This is not a holy covenant. It is a deal — and deals can change.

Common Patrons Include:

  • The Fiend, a demon lord or archdevil offering infernal strength in exchange for damnation.
  • The Archfey, whose chaotic whimsy masks danger as often as delight.
  • The Celestial, a radiant being granting light to a soul already steeped in shadow.
  • The Great Old One, an entity from beyond time, whose very gaze splinters the mind.

But not all Warlocks understand the full terms of their agreement. Some are chosen without consent. Some call into the void and are surprised when something answers.


Warlocks in the World

Warlocks are often viewed with suspicion — feared for the sources of their power and the secrets they keep. A noble who whispers to shadows, a hermit who hears voices in the deep woods, a scholar who knows far too much about forgotten gods — all might be Warlocks in disguise.

Their gifts make them invaluable allies and terrifying enemies. They wield magic with startling precision and can bend the battlefield with hexes, psychic assaults, and eldritch force. With their Eldritch Invocations, they customize their power in endlessly strange ways: seeing through lies, casting spells silently, or conjuring eldritch weapons from the air.


Real-World Inspirations

The Warlock draws heavily from real-world folklore, mythology, and occult history — a patchwork of cultural ideas about forbidden knowledge and power acquired through dangerous means.

Historical Influences:

  • European Witch Trials (15th–17th centuries): The very term “warlock” comes from the Old English wǣrloga — “oath-breaker.” In Scottish lore, a warlock was often considered a male witch who had made a pact with the Devil. This inspired the core theme of the Warlock’s deal with a powerful being.
  • Faust (German Legend): The archetypal Warlock, Faust sells his soul to Mephistopheles for knowledge and power — a narrative mirrored in the Fiend pact and the tragic, ambitious Warlock archetype.
  • Lovecraftian Horror: The Great Old One patron is directly inspired by H.P. Lovecraft’s Cthulhu Mythos — alien deities beyond mortal understanding, whose influence drives mortals to madness. The Warlock becomes a modern vessel of cosmic horror.
  • Shamanism & Spirit Contracts: In some Indigenous and East Asian traditions, practitioners formed bonds with spirits or ancestors for power. This echoes in the Warlock’s relationship to their patron — especially in more benevolent or protective pacts like the Celestial.
  • Romantic and Gothic Literature: Figures like Byron’s Manfred or Mary Shelley’s Victor Frankenstein reflect the Warlock’s archetype — cursed knowledge seekers, alone in the dark, caught between brilliance and doom.

Warlocks in Play

Playing a Warlock is about intention and mystery. Every spell, every invocation, every pact choice says something about who your character is and what they were willing to sacrifice. Are you a loyal servant to your patron, or a reluctant pawn playing the long con? Do you seek redemption, or do you revel in the power now pulsing in your veins?

A Warlock’s strength lies not just in their magic, but in their story — their why. Their spells are tools; their power, a reflection of their choices.

A Warlock doesn’t simply cast magic.

They channel it — from something older, darker, and greater than themselves.

Class Features

Hit Points

  • Hit Dice: 1d8 per Warlock level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment 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 component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

Warlock Table

LevelFeaturesCantrips KnownSpells PreparedSpell SlotsSlot LevelInvocations Known
1Eldritch Invocations22111
2Magical Cunning23212
3Otherworldly Patron24223
4Ability Score Improvement35224
536235
6Patron Feature37236
738247
8Ability Score Improvement39248
9Contact Patron310259
10Patron Feature4102510
11Mystic Arcanum (6th)4113510
12Ability Score Improvement4113510
13Mystic Arcanum (7th)4123510
14Patron Feature4123510
15Mystic Arcanum (8th)4133510
16Ability Score Improvement4133510
17Mystic Arcanum (9th)4144510
184144510
19Epic Boon4154510
20Eldritch Master4154510

Class Features

Eldritch Invocations (Level 1)

You gain one Eldritch Invocation of your choice. As you gain Warlock levels, you gain additional invocations as shown in the Warlock table. You can choose invocations that grant you abilities such as casting certain spells without expending spell slots, enhancing your Eldritch Blast, or gaining other magical effects.

Magical Cunning (Level 2)

You can perform an esoteric rite for 1 minute. At the end of it, you regain expended Pact Magic spell slots equal to half your maximum (rounded up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Otherworldly Patron (Level 3)

You gain a subclass that represents your pact with an otherworldly being. Choose one of the following patrons:

  • Archfey
  • Celestial
  • Fiend
  • Great Old One

Each patron grants you unique features at levels 3, 6, 10, and 14.

Ability Score Improvement (Levels 4, 8, 12, 16)

When you reach these levels, you can increase one ability score by 2, or two ability scores by 1 each. Alternatively, you can choose a feat for which you qualify.

Contact Patron (Level 9)

You can cast the Contact Other Plane spell without expending a spell slot. Once you use this feature, you can’t do so again until you finish a Long Rest.

Mystic Arcanum (Levels 11, 13, 15, 17)

You gain access to powerful spells that you can cast once per Long Rest without expending a spell slot:

  • Level 11: One 6th-level spell
  • Level 13: One 7th-level spell
  • Level 15: One 8th-level spell
  • Level 17: One 9th-level spell

You can replace these spells when you gain a Warlock level.

Epic Boon (Level 19)

You gain an Epic Boon, a powerful feat that represents your character’s legendary status.

Eldritch Master (Level 20)

When you use your Magical Cunning feature, you regain all your expended Pact Magic spell slots, rather than half.


Spellcasting

Cantrips You know two cantrips of your choice from the Warlock spell list. You learn additional cantrips at higher levels, as shown in the Warlock table.

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Warlock table for the number of spell slots you have. All your spell slots are of the same level, and they increase as you gain Warlock levels. You regain all expended spell slots when you finish a Short or Long Rest.

Spells Prepared You prepare the list of Warlock spells that are available for you to cast, choosing from the Warlock

Otherworldly Patron (Level 3)

At 3rd level, you forge a pact with an otherworldly being, gaining a subclass that grants you features at levels 3, 6, 10, and 14. The available patrons are:

  • Archfey
  • Celestial
  • Fiend
  • Great Old One

Archfey Patron

Your pact draws on the power of the Feywild, the mysterious realm of the Fey. Your patron’s motivations are often inscrutable and whimsical.

Level 3: Archfey Spells

You always have the following spells prepared:

  • 3rd Level: Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep
  • 5th Level: Blink, Plant Growth
  • 7th Level: Dominate Beast, Greater Invisibility
  • 9th Level: Dominate Person, Seeming

Level 3: Steps of the Fey

You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum once). When you do, choose one of the following effects:

  • Refreshing Step: A creature within 10 feet of you gains 1d10 temporary hit points.
  • Taunting Step: Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw or have disadvantage on attack rolls against creatures other than you until the start of your next turn.

Level 6: Misty Escape

You can cast Misty Step as a reaction when you take damage. Additionally, you gain the following option for Steps of the Fey:

  • Disappearing Step: You become invisible until the start of your next turn or until you attack or cast a spell.

Level 10: Beguiling Defenses

You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature.

Level 14: Dark Delirium

As an action, you can plunge a creature into an illusory realm. The target must succeed on a Wisdom saving throw or be charmed or frightened (your choice) for 1 minute. While affected, the creature is incapacitated and sees a vision of your choice.


Celestial Patron

Your pact draws on the power of the Upper Planes, the realms of everlasting bliss. Your patron allows you to experience the barest touch of the holy light that illuminates the multiverse.

Level 3: Celestial Spells

You always have the following spells prepared:

  • 3rd Level: Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacred Flame
  • 5th Level: Daylight, Revivify
  • 7th Level: Guardian of Faith, Wall of Fire
  • 9th Level: Greater Restoration, Summon Celestial

Level 3: Healing Light

You have a pool of d6s equal to 1 + your Warlock level. As a bonus action, you can heal a creature you can see within 60 feet by spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).

Level 6: Radiant Soul

You have resistance to radiant damage. When you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one damage roll of that spell.

Level 10: Celestial Resilience

When you use your Magical Cunning feature or finish a short or long rest, you and up to five creatures of your choice gain temporary hit points equal to half your Warlock level + your Charisma modifier.

Level 14: Searing Vengeance

When you have to make a death saving throw at the start of your turn, you can instead regain half your hit point maximum and stand up. Each creature of your choice within 30 feet takes 2d8 + your Charisma modifier radiant damage and is blinded until the end of the current turn.


Fiend Patron

Your pact draws on the Lower Planes, the realms of perdition. Your patron’s aims are evil—the corruption or destruction of all things.

Level 3: Fiend Spells

You always have the following spells prepared:

  • 3rd Level: Burning Hands, Command, Scorching Ray, Suggestion
  • 5th Level: Fireball, Stinking Cloud
  • 7th Level: Fire Shield, Wall of Fire
  • 9th Level: Geas, Insect Plague

Level 3: Dark One’s Blessing

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level (minimum of 1). You also gain this benefit if someone else reduces a hostile creature within 10 feet of you to 0 hit points.

Level 6: Dark One’s Own Luck

When you make an ability check or saving throw, you can add a d10 to the roll. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses after a long rest.

Level 10: Fiendish Resilience

Choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.

Level 14: Hurl Through Hell

When you hit a creature with an attack, you can use this feature to instantly transport the target through the Lower Planes. The target returns at the end of your next turn, taking 10d10 psychic damage.


Great Old One Patron

Your pact is with an entity of incomprehensible alien mind. Its motives are inscrutable, and its knowledge is vast.

Level 3: Great Old One Spells

You always have the following spells prepared:

  • 3rd Level: Detect Thoughts, Dissonant Whispers, Phantasmal Force, Tasha’s Hideous Laughter
  • 5th Level: Clairvoyance, Hunger of Hadar
  • 7th Level: Confusion, Summon Aberration
  • 9th Level: Modify Memory, Telekinesis

Level 3: Psychic Spells

When you cast a Warlock spell that deals damage, you can change its damage type to psychic. Additionally, when you cast a Warlock spell that is an enchantment or illusion, you can do so without verbal or somatic components.

Level 6: Clairvoyant Combatant

When you form a telepathic bond with a creature using your Awakened Mind, you can force that creature to make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls against you, and you have advantage on attack rolls against it for the duration of the bond.

Level 10: Eldritch Hex

You always have the Hex spell prepared, and it doesn’t count against your number of prepared spells. Additionally, when a creature affected by your Hex is reduced to 0 hit points, you can immediately transfer the effect to another creature within 30 feet of you as a reaction, without expending a spell slot.

Level 14: Mind Blast

You can emit a wave of telepathic energy in a 60-foot cone. Each creature in that area that can hear you must succeed on an Intelligence saving throw or take 6d10 psychic damage and be stunned until the end of your next turn. On a successful save, the creature takes half damage and is not stunned.

Once you use this feature, you can’t use it again until you finish a long rest.

“Warlocks of the World: 12 Diverse Pacts and Lore”


1. Ashen Oracle of the Indus

  • Region & Origin: Ancient Indus Valley
  • Background Options: Hermit, Sage
  • Primary Arms: Bone-carved dagger
  • Secondary Arms: Bronze ritual sickle
  • Armor Options: Painted ritual robes, light leather underneath
  • Special Equipment: Burned offering bowl, terracotta divining tablets
  • Otherworldly Patron: Great Old One
  • Deity Choice: Nirrti – goddess of destruction and decay, associated with entropy and the void

Lore: The Ashen Oracle seeks the wisdom of ancient beings, invoking powers from realms that predate time itself. In the land of the Indus, these oracles were tasked with bringing insight from otherworldly realms, often through cryptic prophecies. Their pact with an incomprehensible entity grants them insight into the dark forces of the universe, their offerings made through smoke and fire.


2. Tenger Shaman of the Winds

  • Region & Origin: Mongolian Steppe
  • Background Options: Outlander, Folk Hero
  • Primary Arms: Curved scimitar
  • Secondary Arms: Spirit-tethered staff
  • Armor Options: Lamellar leather with sky totems
  • Special Equipment: Drum of the sky spirits, bone tokens
  • Otherworldly Patron: Celestial
  • Deity Choice: Tengri – sky god of harmony and divine order

Lore: A Tenger Shaman draws their power from the sky itself. Calling upon Tengri, the god of the heavens, they serve as mediators between the spirits of nature and the mortal world. Through their celestial pact, they tap into the winds of the earth, and their spirit-bound staffs guide them as protectors of the steppe. Their magic, as wild and free as the wind, is both healing and destructive.


3. Edo Twilight Whisperer

  • Region & Origin: Edo-period Japan
  • Background Options: Charlatan, Haunted One
  • Primary Arms: Wakizashi
  • Secondary Arms: Paper ofuda wards
  • Armor Options: Silk robes woven with subtle wards
  • Special Equipment: Kitsune mask, illusion incense
  • Otherworldly Patron: Archfey
  • Deity Choice: Inari – fox spirit deity, a capricious, mystical being of illusion and trickery

Lore: The Twilight Whisperers serve Inari, the mysterious and elusive fox spirit. Their powers are steeped in illusion and misdirection, and their rituals are woven into the very fabric of the night. Cloaked in fox magic, they walk the delicate line between the fey and mortal worlds, manipulating the very essence of reality itself to serve their ends.


4. Obsidian Seer of the Mexica

  • Region & Origin: Aztec Empire
  • Background Options: Acolyte, Urban Bounty Hunter
  • Primary Arms: Macuahuitl
  • Secondary Arms: Obsidian dagger
  • Armor Options: Quilted armor dyed black
  • Special Equipment: Mirror of Tezcatlipoca
  • Otherworldly Patron: Fiend
  • Deity Choice: Tezcatlipoca – a cruel, fiery god of sorcery and conflict

Lore: The Obsidian Seers are the high priests of Tezcatlipoca, the god of mirrors, night, and deception. They wield the fiery power of the Fiend, forging their strength from the obsidian blades of their ancestors. Their visions come at a price, and the sacrifice required for such power often leaves them as much a prisoner to Tezcatlipoca as a servant.


5. Runesinger of the Frozen Graves

  • Region & Origin: Viking Age Scandinavia
  • Background Options: Soldier, Outlander
  • Primary Arms: Iron seax
  • Secondary Arms: Etched antler talisman
  • Armor Options: Wolfskin cloak
  • Special Equipment: Bone runes
  • Otherworldly Patron: Great Old One
  • Deity Choice: Hel – goddess of the underworld and death’s silence

Lore: The Runesingers are mystics who call upon the dark powers of Hel, goddess of death. Cloaked in fur and bone, these figures are the living embodiment of the frozen void. Their runic magic is both a weapon and a tool to commune with the dead. As servants to the eldritch forces beyond the realms, they seek to unravel the mysteries of the afterlife.


6. Oracle of the Nile’s Depths

  • Region & Origin: Ptolemaic Egypt
  • Background Options: Sage, Noble
  • Primary Arms: Khopesh
  • Secondary Arms: Lotus-headed scepter
  • Armor Options: Linen robes with glyphs
  • Special Equipment: Scrolls of divine law
  • Otherworldly Patron: Celestial
  • Deity Choice: Thoth – god of wisdom and celestial balance

Lore: The Oracle of the Nile communes with Thoth, the god of knowledge and divine wisdom. By entering a celestial pact, these Oracles unlock ancient secrets and are entrusted with the wisdom of the stars. Their scepters are not only symbols of their power but conduits to the divine law of the cosmos.


7. Witch-Priest of the Baobab

  • Region & Origin: Mali Empire
  • Background Options: Folk Hero, Outlander
  • Primary Arms: Spear
  • Secondary Arms: Bone flute
  • Armor Options: Bark-and-leather cloak
  • Special Equipment: Ancestral gourd, talking mask
  • Otherworldly Patron: Archfey
  • Deity Choice: Anansi – trickster spider god of stories and transformation

Lore: The Witch-Priests of the Baobab commune with the Archfey Anansi, the trickster god of wisdom and mischief. These priests use their connection to the fey to weave tales that bind spirits, and their magic is often a blend of illusion, transformation, and clever misdirection. With their enchanted flutes and masks, they can summon the forces of chaos to help or hinder.


8. Driftwood Binder of the Polynesian Void

  • Region & Origin: Polynesian Isles
  • Background Options: Outlander, Pirate
  • Primary Arms: Shark-tooth club
  • Secondary Arms: Coral knife
  • Armor Options: Woven vestment with tattoos
  • Special Equipment: Storm-trapped conch
  • Otherworldly Patron: Fiend
  • Deity Choice: Pele – volcanic goddess of flame, destruction, and passion

Lore: Bound to Pele, the goddess of volcanoes, the Driftwood Binder channels the destructive forces of the Fiend to wield fire, destruction, and passion. Their power is linked to the ebb and flow of the tides and the violent eruptions of the earth. With storm-trapped conches, they call forth the fury of nature itself.


9. Runed Binder of the Ural Forests

  • Region & Origin: Finno-Ugric Tribes
  • Background Options: Hermit, Haunted One
  • Primary Arms: Bone-carved bow
  • Secondary Arms: Stone dagger
  • Armor Options: Bear-hide coat
  • Special Equipment: Dream-smoke bark
  • Otherworldly Patron: Great Old One
  • Deity Choice: Tapio – lord of deep forests, a distant and eldritch spirit of wild places

Lore: The Runed Binder of the Ural Forests has forged a pact with the Great Old One, drawing on ancient, primal powers. These figures are both part of the forest and beyond it, using their deep connection to the eldritch forces of nature to wield powerful magic. The forests are their domain, where time and reality bend under their influence.


10. Lotus Whisperer of the Peacock Throne

  • Region & Origin: Mughal India
  • Background Options: Courtier, Sage
  • Primary Arms: Jeweled tulwar
  • Secondary Arms: Sandalwood wand
  • Armor Options: Silken robe with golden trim
  • Special Equipment: Mirror of many eyes
  • Otherworldly Patron: Archfey
  • Deity Choice: Durga – radiant, unpredictable goddess of beauty and vengeance

Lore: The Lotus Whisperers are high-ranking figures who wield the unpredictable magic of the Archfey. Their pact with Durga, goddess of power and vengeance, empowers them to weave illusions, heal, and devastate in a single breath. They are court diplomats by day and fey agents by night, with a deep connection to the mystical forces that govern life and death.


11. Cave-Skull Invoker of the Balkans

  • Region & Origin: Thracian Hill Cults
  • Background Options: Hermit, Acolyte
  • Primary Arms: Bronze axe
  • Secondary Arms: Stone invocation mask
  • Armor Options: Fur-cloak and hide
  • Special Equipment: Skull of a saint
  • Otherworldly Patron: Fiend
  • Deity Choice: Zalmoxis – god whose cult feared his return from the underworld with flame and judgment

Lore: The Cave-Skull Invokers are ancient warriors bound to the fiery wrath of the Fiend. Their pact with Zalmoxis, a god of death and judgment, grants them the ability to commune with the dead and manipulate the forces of fire. Their rites are steeped in primal rituals, involving skulls of saints and powerful incantations from the underworld.


12. Mirror-Seer of the Celestial Court

  • Region & Origin: Tang Dynasty China
  • Background Options: Sage, Noble
  • Primary Arms: Jian sword
  • Secondary Arms: Jade fan
  • Armor Options: Silk robes with dragons
  • Special Equipment: Celestial mirror
  • Otherworldly Patron: Celestial
  • Deity Choice: Zhenwu – the Perfected Warrior, god of stars, justice, and cosmic balance

Lore: The Mirror-Seers serve as intermediaries between the mortal realm and the Celestial Court. Their pact with Zhenwu, the god of stars, imbues them with powers of cosmic balance, light, and martial skill. Through their Celestial Mirror, they glimpse into the astral plane, using their wisdom to uphold the order of the universe.


1. Elven Starbinder

  • Region & Origin: Ancient Elven Realms, inspired by the forests of Northern Europe
  • Background Options: Noble, Sage
  • Primary Arms: Longbow, Elven curved sword
  • Secondary Arms: Dagger of moonlight
  • Armor Options: Light elven chain or enchanted cloth armor
  • Special Equipment: Moonstone amulet, glowing runes on a cloak
  • Class Subclasses: Archfey (The Fey Patron)
  • Deity Choices: Sephiroth (Celtic goddess of the moon, magic, and nature)

Lore: The Elven Starbinders trace their pact with Archfey patrons from the depths of enchanted forests. Their magic is drawn from the ancient fey realms, seeking to connect to the power of the stars and moon, wielding the light and shadow of the fey to protect and manipulate the natural world. The Elven Starbinders follow Sephiroth, a goddess of the moon who presides over magic and mystical paths, guiding them on a quest for balance between the material and the supernatural.


2. Dwarven Forge-Caller

  • Region & Origin: The Iron Mountains, inspired by the Germanic Alps and Scandinavian Highlands
  • Background Options: Guild Artisan, Soldier
  • Primary Arms: Warhammer or battle axe
  • Secondary Arms: Dwarven shield or throwing axe
  • Armor Options: Heavy iron or steel armor, often adorned with runic symbols
  • Special Equipment: Rune-forged hammer, enchanted anvil tool
  • Class Subclasses: Fiend (The Infernal Patron)
  • Deity Choices: Moradin (Dwarven god of creation and craftsmanship, associated with the forge and the inner fire)

Lore: The Dwarven Forge-Callers are deeply tied to the art of creation and destruction, seeking the infernal fire of the Fiend to forge their weapons and armor. Their pact with the Fiend is symbolic of their mastery over fire and creation, imbuing them with the power to craft weapons capable of destroying whole armies. Their chosen god, Moradin, represents the divine craftsman, and through him, they learn the balance between creation, destruction, and the forging of destiny.


3. Orcish Spirit-Mender

  • Region & Origin: The Barrens and Steppes, inspired by Mongolian and Central Asian tribes
  • Background Options: Outlander, Hermit
  • Primary Arms: Great axe or longbow
  • Secondary Arms: Bone knife or war club
  • Armor Options: Animal pelts, bone armor, or light leather
  • Special Equipment: Totem of spirits, tribal war paint
  • Class Subclasses: Celestial (The Angelic Patron)
  • Deity Choices: Khalkha (Mongolian spirit goddess of healing, war, and sky)

Lore: Orcish Spirit-Menders serve as both healers and warriors, guided by celestial spirits and the force of their ancestors. Their pact with the Celestial patron allows them to tap into divine energy, healing wounds and inspiring their allies on the battlefield. Khalkha, the Mongolian spirit goddess, is worshipped as the one who holds the power of life and death, and through her, the Orcish Spirit-Menders learn to channel divine powers to protect and lead their tribes.


4. Tiefling Infernal Warlock

  • Region & Origin: The Shadowlands, based on parts of Central Europe
  • Background Options: Charlatan, Noble
  • Primary Arms: Short sword, whip
  • Secondary Arms: Crossbow
  • Armor Options: Dark cloak or leather armor, sometimes adorned with infernal sigils
  • Special Equipment: Infernal contract (glowing parchment), Hellfire crystal
  • Class Subclasses: Fiend (The Infernal Patron)
  • Deity Choices: Baphomet (Demon lord of minotaurs and labyrinths, symbolizing power, fury, and leadership)

Lore: Tiefling Infernal Warlocks strike pacts with the infernal entities of the lower planes, often gaining immense power at the cost of their souls. These warlocks wield dark, destructive magic, guided by their Fiendish patron. The demonic influence is often seen in their fiery spells and blood-red markings. Baphomet, the demon lord, is venerated as a figure of raw power and strength, whose trials forge the tieflings into warriors of unstoppable force.


5. Goblin Fey Trickster

  • Region & Origin: Deep Forests and Swamps, based on Celtic and Slavic folklore
  • Background Options: Urchin, Trickster
  • Primary Arms: Shortbow, dagger
  • Secondary Arms: Slingshot, poisoned dart
  • Armor Options: Light leather, moss-covered hide
  • Special Equipment: Trickster’s cap, enchanted spring-loaded traps
  • Class Subclasses: Archfey (The Fey Patron)
  • Deity Choices: Cailleach (Celtic goddess of the winter and transformation)

Lore: Goblin Fey Tricksters are mischievous and unpredictable, drawing their power from the Archfey. They often enter into pacts for the thrill of mischief and change. The tricksters are granted the ability to manipulate their surroundings and confuse their enemies, making them masters of illusion and deception. Their chosen deity, Cailleach, embodies the wild forces of nature and the eternal cycle of life and death, granting them the power to shape fate with whimsy and cruelty.


6. Lizardfolk Bloodsworn

  • Region & Origin: The Swamps of the Deep South, based on tropical and subtropical regions like the Amazon Basin
  • Background Options: Outlander, Soldier
  • Primary Arms: Spear, trident
  • Secondary Arms: Small shield, curved dagger
  • Armor Options: Scaled leather armor, bone armor
  • Special Equipment: Ritual bloodstone, shaman’s drum
  • Class Subclasses: Great Old One (The Cosmic Patron)
  • Deity Choices: Chac (Mayan god of rain, thunder, and life-giving water)

Lore: The Lizardfolk Bloodsworn enter into pacts with the Great Old One, drawn to the ancient and unknowable powers that lurk beneath the surface of their swamps. Their magic is rooted in the primal forces of water and blood, often invoking the cosmic and the ancient through rituals. Chac, the god of rain and thunder, is worshipped for his power over the forces of nature and fertility, blessing the Bloodsworn with the strength to survive in the harshest environments.


7. Kenku Shadow Seeker

  • Region & Origin: Urban Ruins, inspired by Eastern Europe and Japan
  • Background Options: Spy, Criminal
  • Primary Arms: Short sword, hand crossbow
  • Secondary Arms: Throwing knives
  • Armor Options: Dark hooded cloak, soft leather armor
  • Special Equipment: Shadow feather (enchanted), scrolls of ancient secrets
  • Class Subclasses: Archfey (The Fey Patron)
  • Deity Choices: Amaterasu (Shinto goddess of the sun and light)

Lore: Kenku Shadow Seekers are stealthy agents of the fey, moving through the shadows and gathering secrets for their patrons. Their pact with the Archfey grants them the ability to traverse between worlds and become hidden within the dark. Amaterasu, the goddess of light, is revered by the Kenku as the goddess of truth and clarity, whose radiant energy allows them to uncover hidden truths and strike from the shadows.


8. Goliath Titan Herald

  • Region & Origin: Mountain Peaks and High Cliffs, inspired by the Himalayas and Andes
  • Background Options: Hermit, Soldier
  • Primary Arms: Greatsword or maul
  • Secondary Arms: Warhammer
  • Armor Options: Thick fur cloaks, layered plate armor
  • Special Equipment: Amulet of the Titan, divine banner
  • Class Subclasses: Celestial (The Angelic Patron)
  • Deity Choices: Inti (Incan sun god, god of the heavens and time)

Lore: The Goliath Titan Heralds are powerful warriors who receive their strength from celestial forces, often invoking the might of angels in battle. Their connection with Inti, the sun god, grants them the power of the stars and the sun’s warmth. Inti’s light fuels their divine might, empowering them to protect their kin and wage war against the forces of darkness.


9. Tabaxi Moon Dancer

  • Region & Origin: Rainforests and Jungles, inspired by the Caribbean and Southeast Asia
  • Background Options: Entertainer, Outlander
  • Primary Arms: Dagger, shortbow
  • Secondary Arms: Whip, claws
  • Armor Options: Lightweight tunic, jungle camo armor
  • Special Equipment: Moonlit necklace, bamboo flute
  • Class Subclasses: Archfey (The Fey Patron)
  • Deity Choices: Chandra (Hindu goddess of the moon and transformation)

Lore: Tabaxi Moon Dancers serve the Archfey and are guided by the mystical forces of the moon and stars. Their fluid, graceful movements draw on the energies of the Feywild to both confuse and inspire. Chandra, the goddess of the moon, is revered for her transformative powers, granting the Tabaxi the ability to shift between the material world and the dream-like realms of the Fey.


10. Aarakocra Sky-Watcher

  • Region & Origin: High Skies, inspired by the Andes and Central Asia
  • Background Options: Sailor, Sage
  • Primary Arms: Longbow, spear
  • Secondary Arms: Feathered dart
  • Armor Options: Windproof cloak, light armor
  • Special Equipment: Sky-talisman, storm cloud whistle
  • Class Subclasses: Celestial (The Angelic Patron)
  • Deity Choices: Tlaloc (Aztec god of rain, storms, and fertility)

Lore: The Aarakocra Sky-Watchers are drawn to the celestial realms, serving as messengers of the wind and storm. Their pact with the Celestial patron allows them to command the forces of weather and light, while Tlaloc is worshipped for his power over storms and the rain. The Aarakocra channel his divine fury to bring both blessing and destruction from the skies.

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