Warlock For 13 TH Age

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W ARLOC K

A Character Class Augment for the 13th Age RPG


I do now defy all living beings, all the Heavenly Host
and all mankind, and this must be. In confirmation
and contract whereof I have drawn out mine own
blood for certification in lieu of a seal.
- Faust

OVERVIEW

Play style: The Warlock is not a standalone class. it


is a class augment, modifiying another class to fit a
specific character theme or concept. To play a Warlock, you will still need to choose another base class.
In the realm of official classes, the Sorcerer makes
an excellent Warlock base due to its combination of
blast spells and heritage options. If other fan classes
are allowed at your gaming table, consider the Dilettante and Eldcaller. The Dilettantes Power Words
mimic curses very well where the Eldcallers Callings are perfect for constant dealings with vestiges
of the powerful dead. Paladins, Clerics, Rogues, Eldritch Knights, Summoners, and Elementalists are
also interesting Warlock possibilities depending on
what power you derive from your patron.
Ability Scores: A Warlock needs the ability scores
relevant to her base class. She may have received
those scores as part of her pact.
Races: The demontouched/tiefling is an obvious
choice for Warlocks. The racial trait, Curse of Chaos, further expands on the feel of being a Warlock.
Consider also any of the fey races, dragonborn or
aasimar for humanoids that have been changed by
contact with a powerful patron.
Backgrounds: Your patron required a chunk of your
soul to seal your pact. You must invest at least two
points in a background that is named for your patron. This background can only be used during interactions with your patron or other agents associated with your patron. This leaves you less you to
acheive success with and should encourage you to
go back to your patron again and again for help.
Icons: You likely caught the attention of one or more
Icons based on your patrons origin. A fey patron
might have ties with the Elf Queen. A demonic patron is certainly known to the Diabolist.

A ghost or other vestige is in the realm of the Lich


King where a dark god is in the Crusaders or Priestess wheelhouse. On the chance you made a bargain with some eldritch being from beyond the
stars, expect the Archmage to have a word or two
about that.

CLASS FEATURES

The Warlock gains the following class feature in addition to whatever other class features it gains from
its base class .

PACT MAGIC

You have a powerful patron from whom you derive


some or all of your abilities. Your patron must have
a name, an origin and two dominions. An origin
describes what type of creature your patron is such
as fey, elemental, aberrant, divine, infernal, arcane,
primal, ghost, or undead . A dominion describes
a realm of power or control, such as war, justice,
blight, illusion, time, fire, life and so on. A specific
character backstory event will help you decide what
dominions your patron has. If you made your pact
in order to get revenge on your sister for stealing
the family inheritance, your patron might have
family or wealth as dominions. If your patron gave
you the affections of a desired lover, consider lust or
illusion as dominions.
Some sample patrons are provided at the end of
this writeup.
You gain a free one-point relationship with your patron and may invest additional relationship points
into it if you so desire. At the beginning of the session, you roll your relationship to your patron the
same way you do to the Icons. Any 6s or 5s are retained and referred to as pact boons. During the
course of play, you may spend those pact boons to
gain non-combat benefits according to the origin
and dominions of your patron. For example, you
might spend a boon from a patron whose dominions are luck or trickery to win a substantial amount
of money from gambling. A patron whose dominions are life or death might allow you to return a
dying or just-fallen NPC to life. As with Icon relationships, a 6 is an unmitigated boon and a 5 is a boon
with complications or unintended side effects.
Mystic Theurge Workshop

On a roll of 1, your patron has an Agenda for you to


complete. The GM will tell you what that Agenda
entails. Until you complete the Agenda, you can not
level up or gain incremental advances. Your patron
has a vested interest in seeing the Agenda come to
pass and doesnt mind playing a little rough to ensure your cooperation.
An Agenda should be something you can accomplish within the course of the adventure without relying on a single die roll to succeed. Good Agendas
create conflicts of interest or expose secrets. If the
Agenda fits well at the end of the sentence, While
youre over there, why dont you be a dear and... ,
thats probably a good Agenda. You have the right
to tell the GM to modify or rewrite the Agenda if it:
- would significantly pull you away from the main
story or the rest of the party
- does not seem attainable within one session
- includes directives that are hurtful or offensive to
you as a player.
An Agenda is only enforceable once you accept it,
but if you rolled a 1 you must accept an Agenda before you continue playing. It may be helpful to talk
with your GM ahead of time about possible Agendas your patron might have or even provide a short
list of examples. Its your patron, after all. You know
what it wants more than the GM does.
Feats
Adventurer feat: When you roll your patron relationship dice, a 4 is also a boon with complications.
Champion feat: When you roll your patron relationshp dice, a 3 is also a boon with complications.
Epic feat: When you roll your patron relationshp
dice, a 5 is now an unmitigated boon.

CLASS TALENTS

The Warlock has no class Talents of its own, but


might justify access to Talents from other classes
based on the dominions of the patron. Also, If you
really want something that looks curse-like, consider one of the following talents:
- Slayer (Barbarian)
- Vances Polysyllabic Verbalization (Wizard)
- Domain: War or Leadership (Cleric)
- Paladins Challenge (Paladin)
- Favored Enemy (Ranger)
- Murderous (Rogue)
- Spell Diffusion (Dilettante)
- Godslayer (Stalwart)

EXAMPLE PATRONS

The Crystal Duchess


Fey, Ice, Beauty
This elven sorceress had the audacity to draw power
from the White. The Elf Queen banished her to the
frozen wastelands for her misdeeds.
Possible Agendas:
- Tell her story to a sympathetic listener
- Destroy the object of someones hope
- Plant a Seed Crystal
Caiphon
Aberrant, Secrets, Visions
A comet referred to as Caiphons Chariot comes
around every two centuries or so. Last time, it heralded the return of the Orc Lord.
Possible Agendas:
- Observe and document an event
- Obtain a personal item from an important figure
- Publicly announce a prophecy
Ilrosa des Telemaios
Infernal, War, Travel
Ilrosas plane of the Abyss was taken in a coup led by
his lieutenant. He seeks a new army to take it back. If
that werent bad enough, the Diabolist keeps interfering with his plans and stealing his soldiers.
Possible Agendas:
- Recruit someone to be an officer in the army
- Locate or obtain a powerful weapon
- Reconnoiter a potential battlefield
Azumerel
Divine, Life, Water
Those with loved ones nearing death sometimes
seek Azumerels favor. The Priestess warns against it,
though. Her help is powerful but her costs are steep.
Possible Agendas:
- Throw a relic into the ocean
- Defend someone in great danger
- Prevent a marriage or treaty
Kalatri the Miser
Ghost, Wealth, Family
Kalatri may have been the richest being ever to walk
the world - and a dragonborn at that! Even in death
he seeks to hoard riches. The Dwarf King wants to
find his cache at all costs.
Possible Agendas:
- Collect an obscene debt from a client
- Pay off or bribe an official
- Give a message to one of his descendants

Mystic Theurge Workshop

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