Warlocks create pacts with higher entities in exchange for magical power.
You choose to be trained in either Spellcasting or Sorcery. You get a pool of 3 mana. You regain spent mana at the end of a long rest. You can spend 3 actions to regain all spent mana once per long rest.
If you choose Sorcery, you can learn 2 Spell Effects. If you choose Spellcasting, you can prepare 2 spells.
Choose 1 low level invocation from the Invocations list.
Prerequisite: Eldritch Blast invocation
3 SP | 3 HP | +3 mana | +1 spell/spell effect
You can add your Main Ability Score modifier to eldritch blast damage rolls.
3 SP | 3 HP | +3 mana | +1 spell/spell effect
When you hit a target with eldritch blast, you can spend 4 mana to ignore the target's resistance to force damage. This feature lasts until you target a different target with it.
3 SP | 3 HP | +1 spell/spell effect
You can forge magical contracts with others for power. When another creature signs a contract with you in this way, your mana pool increases by 1. You can have up to 3 contracts at a time. In addition to any other specifications of the contract, the other party gains 1 low level Invocation of your choice.
Breaking the rules of the contract requires a successful willpower save against your Warlock DC. This applies to both you and the other party. Should the rules of the contract be broken, the contract becomes void and both parties lose the benefits of the contract. If both parties agree to end the contract, it can be done effortlessly.
3 SP | 3 HP | +1 spell/spell effect | +1 contract
You can spend 1 mana to add 1d4 to a charisma check made to convince a creature to enter into a contract with you.
3 SP | 3 HP | +3 mana | +1 spell/spell effect
You imbue a corpse with necrotic power, turning it into an undead creature. You choose whether your undead soldier is a zombie or skeleton. The undead soldier follows your verbal commands to the best of its ability and is unfailingly loyal to you. You can only create 1 undead soldier with this feature, and it gains the benefits of your invocations.
3 SP | 3 HP | +3 mana | +1 spell/spell effect
You place a debilitating hex on a creature within range. The hex lasts until you use this feature on another creature, or until the end of your next long rest. Choose one of the following effects to apply to the target:
3 SP | 3 HP | +3 mana | +1 spell/spell effect
You can spy on a creature affected by your hex. When you use this action, you can see and hear the target, but not its surroundings. You can speak to the target in this state, and only it will be able to hear you. The target can only respond by speaking out loud.
Range: 120 feet
Actions: 1
You attack a creature within range with a beam of energy. On a hit, the creature takes 1d6 force damage.
During a short or long rest, you can summon a familiar spirit to aid you. It follows the same rules as a summoner's familiar spirit.
Actions: 1
You instantly assume an illusory disguise that changes the appearance of your clothing, weapons, and other items on your person. You can make yourself appear up to a foot taller or shorter and change your body type. You must keep the same basic arrangement of limbs you normally possess. This feature does not hold up to physical inspection.