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C&C Warlock

A C&C/OSR Warlock for my players – inspired by both the DCC warlock and the optional Basic Fantasy Warlock. This completes my attempt to mechanically differentiate arcane spellcasters from the base magic-user/wizard. The sorcerer can be found here. Not play tested.


WARLOCK

All warlock share the following base class abilities, otherwise, the patron determines the specific benefits gained.

PRIME ATTRIBUTE: Charisma

HIT DICE: d6

ALIGNMENT: Any, must match the patron or be no more than 1 step away.

WEAPONS: Patron weapon plus, club, crowbill hammer, dagger, light or heavy flail, light hammer, light or heavy mace, morningstar, quarterstaff, war hammer

ARMOR: Cuir bouille, laminar leather, padded, leather, leather coat, hide

Level HD BtH (Proficiency Bonus) EPP (XP) Abilities
1 d6 +0 0

Spell Use: The ability to cast spells. The patron will determine the spell list(s) that can be used as well as the spell progression table (arcane or divine). With a charisma of 13-15 one extra 1st level spell. With a charisma of 16-17 one extra 2nd level spell. With a charisma of 18-19 one extra 3rd level spell.

Weapon Selection: You must wield the weapon of your patron as your primary weapon and you are proficient in this weapon’s use.

Patron Feature: As determined by your patron.

Personal Sacrifice, Empower: by sacrificing an ability score you can increase the casting level of a spell. For each attribute point sacrificed you can increase your effective casting level by 1

Personal Sacrifice, Manifest: by sacrificing an ability score you can cast a spell that you have not prepared. You sacrifice one attribute point for each level of the spell you manifest.

Sacrificial Request: A generic rite by which you contact your Patron in order to change one prepared spell for another. Doing this is time consuming (1 Turn per Spell Level) and costly (300 gp in materials per Spell Level).

Invoke Patron (Charisma): Each day you call on your patron to grant you spells. Roll a die equivalent to your maximum spell level (for example, an arcane based warlock would use a 1d4 at level 7, and the die would change to 1d6 at level 11 etc). This is the maximum spell level you may cast that day. You always have access to cantrips/orisons (level 0 spells). You may apply the personal sacrifice ability to this roll, but must decide this before the roll. The DM/CK/GM may apply a penalty or bonus to this roll depending how aligned you have been with your patrons goals.

2 d6 +1 2,251
3 d6 +1 5,001
4 d6 +2 9,001
5 d6 +2 18,001
6 d6 +3 35,001 Patron Feature: As determined by your patron.
7 d6 +3 70,001
8 d6 +4 140,001
9 d6 +4 300,001
10 d6 +5 425,001 Patron Feature: As determined by your patron.
11 +3 HP +5 650,001
12 +3 HP +6 900,001

Divine servants are not wizards or sorcerers; they do not gain their powers through their own inborn talent or hard-acquired skill. Their powers are invested responsibilities, meant for a purpose that goes beyond the divine servant’s own ambitions or desires. A key part of making a divine servant effective is understanding that purpose – knowing the will, in other words, of their God. Thus, this system places a great deal of emphasis, by necessity, on the relationship between the divine servant and his or her chosen Patron.

Personal Sacrifice. You can sacrifice an attribute point to empower your spells.  The drained attribute point can be recovered 1 point per day and while you have any drawing attribute points, you can use this class feature again.

Patrons And Warlock Spells

Warlock have access to virtually any spell, they are limited in this by their Patron, as each one will grant spells according to their ethos and associated attributes. Each Warlock follows one specific Patron, and not every Patron will come from the same place nor have the same agenda or interests. Each Patron will have its own motives as to why his Pact was accepted. Most of them do it so they can either amass power or riches or to impose or extend their tenets. In game terms the Warlock can “borrow” other classes and sub-classes spell lists, but, the final available spells inside the selected list will depend on the Patron him/herself.

Aberrant Patron

A Warlock with an Aberrant Patron is a follower of an entity from some weird and distorted plane of existence. An Aberrant Patron may be after the corruption of reality and minds of other bizarre and twisted objective.

Arcane Patron

A Warlock with an Arcane Patron follows a magical entity. These Patrons vary in desire from one to another, the seek of magical power or knowledge may be a common theme.

Celestial Patron

A Warlock with a Celestial Patron has a pact with an extra-planar force of good, both doing good deeds and slaying evil are common.

Draconic Patron

A Draconic Patron means a pact with a dragon has been made. Treasure and other whims may be the standards of a Dragon Patron’s tenet.

Elemental Patron

Elemental Patrons are powerful elemental entities on his side. Elementals most commonly come from one of the four classical elements, but there may be many more. Each of them may be more temperamental enjoying specific aspects of life.

Fey Patron

Having a Fey Patron means a Pact with one of these enchanted creatures has been made. Fey Patrons may be cryptic, childish or whimsical among many other strong behaviors.

Infernal Patron

A Warlock with an Infernal Patron means an extra- planar force of the nether planes grants him his powers. Some Infernal Patrons may be entities of pure evil and decay while other may seek to gain power or corrupt other by more subtle means.

Nature Patron

A Pact with a Nature Patron is one with the powers of nature. Taking care of nature and eliminating its enemies whatever they may be its one of their imposed duties.

Undead Patron

A Warlock with an Undead Patron has chosen to pact with a powerful undead creature (detailed example – The Lich – below).


PATRON: GUNLOCK 

Gunesis 1:1
In the beginning, the Gungeon was formless and void, and bullets moved over the face of the deep.

You have made a pact with The Lich – the first creature to awaken the power of Kalibar – the Goddess of Guns and Bullets. The patron specific features include:

  • Patron Type: Undead, Technology
  • Patron Alignment: Any neutral
  • Patron Weapon: Any single firearm, though The Lich prefer pistols it is not mandatory for his warlocks to use pistols.
  • Patron Armor: Standard plus leather long coat.
  • Patron Spells per day: As a cleric.
  • Patron Spell List: Druid and Illusionist

Gunlock Patron Features

1st Level – Gunsmith

You gain proficiency in single type of firearm of your choice (or an equivalent proficiency for your setting).  This allows you to be proficient in the use of this type of gun. This otherwise functions identically to the Pact of the Blade, except, it only applies to guns.

6th Level – Gunslinger

You may duel wield pistols allowing you to shoot twice a round (for simplicity’s sake if you hit with your primary attack you can automatically apply an additional die of damage to the same target or another target within range without rolling to-hit again).

10th Level – Imbue

You may channel a single invocation, eldritch blast, or touch spell through your guns. This is an additional effect to the damage done by the weapon itself.

14th Level – True Grit

You make mark upon the world with daring deeds. Some gunlocks claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunlocks have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to your Wisdom modifier (minimum 1).  You use grit to fuel Deeds (see below).  You can regain a used grit whenever you score a critical hit or land the killing blow and all deeds cost 1 grit and must be performed with your gun of choice and all actions are Bonus actions unless otherwise stated.

  • Deadeye. You may cancel disadvantage for long-range ranged attacks
  • Gun Kata.  You have an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against you, you 5 feet as a reaction; doing so grants you a +2 bonus to AC against the triggering attack. Alternatively, you can drop prone to gain a +4 bonus to AC against the triggering attack.
  • This is my Gun. If for any reason your gun is unable to shoot – runs out of charges, runs out of bullets, breaks etc – you may spend a grit to “clear the chamber” and it starts working again.
  • Kalibar’s Quickdraw.  You may spend grit to go first in the turn or cancel surprise for yourself.
  • Pistol-Whip. You can make a surprise melee attack with the butt or handle of your firearm. You do 1d6 bludegoning damage and may add your CHA as bonus damage.
  • Blast Lock. You make an attack roll against the DC of a lock, if you hit, you destroy the lock.  Against magical locks, you have disadvantage on the attack roll. You may only attempt this once per lock.
  • Stop the Bleeding.  You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot heels the target of 1d6 + CHA damage.
  • Dead Shot. You make an attack roll against a target and continue to make attack rolls at -2 until you miss. The -2 is accumulative per attack after the first. Once you miss you can roll this many die of damage against the target.
  • Bullet Hell. You consume all your grit to make that many attacks against targets in range.
20th Level – Patron Intervention

You roll on your patron’s intervention table, you may use personal sacrifice to enhance the result and you add your CHA modifier to the roll. You may use this ability before level 20 but you take a penalty on the roll equal to the difference between your current level and level 20.  There is no penalty at level 20. You take a cumulative -5 penalty each time you use this more than once per week. Patron Intervention takes an entire round to use. You may always pick a lower result if you wish and DM/CK has final say on if a creature is affected (for example, god-like or legendary beings may have a reduced effect).

Patron Intervention: The Lich

Roll Effect
1 Lost, failure and patron taint, lose 1d6 random spells and you may not call on your patron again for 1 month.
2-11 Failure, lose 1d4 random spells and you may not use this ability for 2 weeks.
12-13 THE LICH regards your pathetic invocation attempt with utter disdain. Since it’s obvious to him that you need some more backbone with which to marshal your weakling prospects, he grudgingly (and temporarily) grants you 1d6 of Strength (to a maximum of 24). These points of Strength can only be used for the personal sacrifice ability, and do not contribute to attack modifiers or Strength checks. The added Strength points last for only 1 hour.
14-17

THE LICH enhances your T-cell count, granting you an increased level of aggression that temporarily grants advantage on all initiative rolls and grants you 1d16 temporary hit points. In cases where combat has already begun, treat this effect as moving the shaman +1d10 places forward in the established initiative order.

18-19 THE LICH alters the your atomic structure, temporarily shifting it into being comprised of unknown and far denser elements. This effect subtly alters your appearance, causing you to appear “more real,” and granting you +d10 AC and +1d24 hit points that last until the end of combat.
20-23

THE LICH imbues you with dark matter energy, causing your eyes to glow a deep ultra-violet, while your physical mass, hit point total, and abilities temporarily double (abilities cannot be increased beyond 24). This effect lasts until the end of combat.

24-27

THE LICH creates and grants you THE BLACK HOLE SUN bullet that is a microscopic black hole. This miniature dark star appears as a marble-sized hole in the fabric of reality that orbits your head until commanded to attack. As an action, you may direct the micro black hole to strike any person or object (up to 10’ square feet in total volume) making a range attack with a +10 bonus. Any object or creature successfully struck will be immediately spaghettified and sucked into the ebon orb in screaming agony, only to reappear in a distant parallel dimension. The micro black hole lasts 1d4 rounds before evaporating into quantum foam and vanishing.

28-29 THE LICH creates and grants you THE RED DWARF bullet grants one of your bullet’s the additional trait to transmute one target enemy’s form into dark matter, greatly but selectively increasing the target’s gravity well. Any other enemies (your choice) within 50’ of the primary target of this attack must make a DC 18 DEX save or be immediately and irresistibly drawn to the target by gravimetric forces. All foes affected will end up pinned together in a pile, unable to move or to even breathe, dying of asphyxiation within in a number of rounds equal to the individual’s CON score.
30-31 THE LICH transforms your guns particle accelerators which fire proton beams capable of sundering normal matter into its component sub-atomic particles. The twin proton beams automatically strike a target of your choosing effectively disintegrating the target in an explosion of muons, gluons, and hard radiation. All enemies you designate within 20’ of the initial target must make a DC 18 DEX save or suffer one of the following random effects. Roll 1d7:

(1) target is hit by a squall of up or down quarks, and either gains or loses manifold amounts of mass (50/50 chance of either), driving the target deep into the mantle of the planet or sending the target flying off into outer space,

(2) target is irradiated with strange or charm quarks and the target becomes un/lucky, gaining advantage/disdavantage on all d20 rolls (50/50 chance of either), and target’s entire molecular structure suddenly quantum teleports 13.7 billion light years away to an extremely disastrous or highly beneficial locale,

(3) target is pummeled by a stream of tachyons, and target time travels 1d10x1,000 years into the past,

(4) target is subjected to a lethal dose of gamma rays, and immediately transforms into a gigantic, monstrous green version of himself before collapsing and dying of runaway cancerous tumors,

(5) target is bathed in a spray of neutrinos, causing the target’s body to become mass-less, invisible, and unable to interact with the physical universe,

(6) target is struck by beam of muons which convert target’s body into molecular hydrogen, which immediately ignites in a ball of fire (3d6 damage to any within a 10’ range),

(7) target is showered in gluon particles, increasing target’s Higgs boson field infinitely; target’s body collapses into a miniature black hole which immediately evaporates taking any enemy targets in melee range with him,

(8) target is bombarded with meson particles which convert one-half of target’s atomic structure into anti-matter, causing the target to explode

32+

THE LICH’s approval of the your actions is evident as he personally manifests as a 12 foot tall skeleton in a top hat and black leather jacket and armor with his signature twin pistols, destroying all your enemies in a hail of gunfire.  Roll 1d100 twice taking the hire number, to determine the number of attacks THE LICH makes before disappearing. Each attack does 1d12+6 of damage per shot. THE LICH remains until the end of combat but the number of shots slowly decreases, halving by the original number rolled each time until it hits zero when THE LICH tips his top hat, and fades to black. You automatically take patron taint when this result is rolled.

 

Patron Taint: The Lich

When patron taint is indicated for THE LICH, roll 1d6 on the table below. When you have acquired all six taints at all levels of effect (limited to four times each), there is no need to continue rolling on patron taint.

Roll Patron Taint Result
1

There are no secrets, now. The first time this result is rolled, you must answer truthfully the first question asked, no matter who asks it or at what risk the true answer is given. The second time this result is rolled, the caster must make a WIS save (DC 8) to lie, no matter the circumstances. Each time this result occurs, the WIS save must be rolled at +2 to the original value—DC 8 becomes DC 10, DC 10 becomes DC 12, etc.

2 Your eyes become all-black and dead-looking. Each subsequent roll of this effect drops your WIS score by 1
3 You begin to look like THE LICH.  You become gaunt and insist on wearing the most expensive clothes, armor and weapons you can afford. Each time you roll this you must replace your entire outfit with items worth double the current value of items you have.  You gain +1 AC each time you roll this taint to a maximum of +4.
4 Each time you cast a spell, a thunderous boom accompanies the effect. All within 60’ (excepting you) must make a DC 10 DEX save or be deafened for 1 minute. With each subsequent roll of this patron taint, the deafening effect duration increases by 10 minutes.
5

Your magic is tainted with THE LICH’s general antipathy towards living beings. Anytime you successfully cast a spell that directly benefits one or more of your allies, one ally (chosen by the DM as an expression of THE LICH’s malice) must make a DC 12 WISDOM save or forego the benefits of the spell. (Examples of direct benefits include such things as making an ally invisible or increasing an ally’s armor class. This is in contrast to indirect benefits, such as damage that may kill or incapacitate opponents so they can’t attack the caster’s allies.) The second time this result is rolled, the WIS save increases to DC 14. The third time this result is rolled the WIS save increases to DC 16 and the DC increases to 18 on the forth (and final) result.

6

Your blood begins to grow cold. When the first occurrence of this taint manifests, the you become sluggish in cold weather, reducing your speed by 5’ and suffering a -1 initiative penalty. If the result is rolled a second time, the initiative penalty is increased to -2 and he suffers 1d3 damage for each hour or part thereof he spends in temperatures of 60° F or less. If the result is rolled a third time, you become torpid in cold conditions, effectively becoming paralyzed until you are removed to a place of warmth for 1 hour or more.

 


Revolvations 22:12
As with all things, the Gun must eventually end; the final Bullet will leave the chamber, and all will be reloaded.

Posted in Adventurer's Vault, Castle & Crusades, Class, The Ninth World

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