Warlock

Warlocks are mages who are not afraid to look for the secrets of power outside the norms of established society. The Academy of Mystics may provide paths to magical prowess — but they also slap shackles on freedoms of choice and personal sacrifice, all because of so-called philosophical considerations of aftershadow and ethical spellcraft. Warlocks know that there are other avenues, even if they come at a price.

For their part, Academy wizards and Cahedrists generally assume warlocks are relics of the past, misguided — bordering on dangerous — individuals hoping to once more bring about a resurgence of Velthorian culture, or at the very least invite in the very creatures that legend holds destroyed the Ennu Empire.

PATRONS IN NARENFEL

The Archfey

Few warlocks in the nations of Narenfel are associated with Archfey patrons, in large part because there is little knowledge of Elflawvin and whatever powers they might serve, not to mention a long-standing  societal tabboo against them. Warlocks who serve an Archfey patron are usually considered Shadari, regardless of whether or not that is in fact true.

The Fiend

There are a wide assortment of fiends from virtually every level of the lower planes, many of which are only too happy to enter into contracts with those who walk the mortal planes. As such, all the suggestions and opportunities outlined in the players handbook are open to warlocks of Narenfel.

Thilfel, Lord of Dissension: A denizen of the Nine Hells, Thilfel seems to have taken a particular interest in the lands of Narenfel over the course of the past several millenia, during which time he has made innumerable deals with unsuspecting (and suspecting) mortals for power, wealth and long-life. Invariably, these deals always come with a price that sows unrest, discord and distrust.

The Great Old One

Much has been lost since the Turning, and  fragments and artifacts of early civilizations like Lazmaranth, Ennu and Wyntiri may hold keys to connections outside Cahedra-defined cosmology. Such connections are as rare as they are ineffable.

Oaz: Other than a few artifacts that have survived since the early dynasties of the Ennu empire, little is known about Oaz, save for that it is depicted as a scaled spider with batlike wings that strove against both Ashblack and Sheysun in the earliest days before the Dominions were created and the Wheel and Spindle was established.

Ghloomdred of Night: The strange shifting  shadows that are the ibn-Or are both alien and feared. In part due to their repulsed invasion during the Shadow War, and in part because they are  assumed to be linked with the deceptive magics of the Shadari and the Elfawvin. Ghloomdred of Night — also known as The Lightdrinker (both of which are titles, as it is unclear if ibn-Or have names in way we know them) — is a keeper of secrets for those willing to defy tabboos of interaction with the ibn-Or.

In addition to the options listed in the Players Handbook, many (if not most) warlocks in Narenfel draw their power and support from these patrons:

THE HUNGRY GODS

The Hungry Gods are nine ancient beings of power, each hailing from one of the lower planes. Together they are known as The Nine, or more commonly, the Velthorian Gods, since they are believed to have been first worshipped (and summoned) during that Kindom’s rise to power millenia ago, and at various times by subsequent civilizations since. Cahedrists blame them for the ultimate destruction of the Ennu Empire, an action which marks the end of the Breqian Age. Since that time, the Nine’s names have become synonymous with weal and destruction, and are rarely spoken, so as not to attract their undo attention to the realm of men.

The term “Hungry Gods” refers to more than each being’s particular flavor of woe; it speaks to their shared base of operations, a predatory demi-plane that is itself sentient and psuedo-astral, that

empowers those whom it chooses to give access to dwell within it, and that actively seeks to devour other planes of existence for its own alien sustenance.

Each of the Nine technically reside on other lower planes — to which they may not be able to leave –but through some unknown key or egress, they are able to use the demi-plane as both transport and battering ram, ever-seeking for weak spots in other planes, and particularly in the realm of Narenfel. Cahedrists theorize that the strength of the plane (and the Nine who are within in) is powered by belief and knowledge of its existence, growing as the Nine gain worshippers and disciples.

Each of the Nine is unique in style, focus and agenda, and it is entirely unclear how (or why) such a collection of beings would work together (if indeed they do). They continue to commune with those who seek to subjugate those weaker than themselves. It is believed that the Nine are still venerated in the lands of Jhora-daema.

BLOOD MAGIC

Warlocks who have Velthorian gods as patrons use blood (usually their own) as a focus for their spells. For each spell that a warlock casts, they take self inflicted damage equal to the level of the spell cast. For example, a 2st level spell would cause 2 points of damage, a 1st level spell cast at 3rd level would cause 3 points of damage, and a cantrip would cause no damage. This damage must be paid for with actual hit points (not temporary hit points), nor can it be reduced or redirected.

Though it takes a toll on the caster, blood magic is exceptionally potent. Warlocks gain +2 to their spell DC and their spell attack modifier.

Blood magic spells generate no personal aftershadow, but do create or magnify nodes normally.

Hungry God warlocks draw from unique extended spell lists associated with the specific being they enter into a pact with, as well as receiving abilities at 6th, 10th and 14th levels.

Blegeer’nar

Unlike many of the other Hungry Gods, Blegeer’nar is not a fiend in the technical sense, but an augmented, ancient dracolich of unknown origins. Meticulous and systematic like his native plane of Mechanus, Blegeer’nar is a relentless artificer, crafting intricate and expansive infernal devices of metal, magic and bone to further his agendas. Though he remains draconic in overall form and size, most of his remains have been replaced and encased in manufactured and articulated elements of bones and whirring pieces of metal, giving him the appearance of an undead machine. Ever the planner, Blegeer’nar knows that his power increases the more mortals say his name; as a result, he has created devices that affect mortal minds, causing them to continuously repeat his name.

Blegeer’nar Expanded Spell List

1st charm person, hellish rebuke

2nd enthrall, hold person

3rd fear, glyph of warding

4th banishment, compulsion

5th antilife shell, geas

Knass-ko-Knoss

Literally a part of Archeron, Knass-ko-Knass is a war elemental — a towering form of armor, hooked blades, souls and fury, fused together by countless millenia of battle. He is brutal and direct, and expects unquestioned obedience.

Knass-ko-Knoss Expanded Spell List

1st absorb elements, armor of agathys

2nd enlarge/reduce, silence

3rd hunger of hadar, blinding smite

4th dimension door, staggering smite

5th animate objects, enervation

Shadra Grek’sis

A scaled fiend with a fiery aura from then Nine Hells, Shadra Grek’sis is a known purveyor of secrets and spellcraft, as well as a skillful manipulator of fears, insecurities and weaknesses. Unlike most of the other Nine, Shadra Grek’sis maintains a more convivial relationship with those who serve him, though to be sure, it is only because honey attracts more flies, and more flies represents more power.

Shadra Grek’sis Expanded Spell List

1st burning hands, command

2nd heat metal, scorching ray

3rd fireball, elemental weapon

4th fire shield, wall of fire

5th flamestrike, immolation

Crhk-shi’krum

Like the sound of his name, Crhk-shi’krum is often simply called “The Storm of Hate”. Of the Nine, Crhk-shi’krum is the most alien, crackling with primordial chaos and lightning — and only basic intelligence. It is this primordial essence that attracts warlocks however, for those who can find a way to commune and interact with this being find themselves empowered with deeper energies. This is difficult — even for other residents of Carceri, where Crhk-shi’krum wanders endlessly.

Crzk-shi’krum Expanded Spell List

1st absorb elements, fog cloud

2nd dust devil, shatter

3rd lightning bolt, thunderstep

4th elemental bane, storm sphere

5th cloudkill, destructive wave

Evungrell, the Spreading Void

Floating silently across the Grey Waste, she is a hideous mass of purple and black bulbous eyes surrounding a hooked, gray beak and a train of thousands of black, wisplke tendrils. Evungrell tends to her ever-growing rows of acolytes, each nestled in fetal position, like a some kind of human crop, caressing their skulls with her powers and freeing their minds of pain, suffering — and all conscious thought. Though extreme, Evungrell often attracts warlocks with painful memories they wish to erase, at any cost.

Evungrell Expanded Spell List

1st cause fear, arms of hadar

2nd blindness/deafness, silence

3rd fly, vampiric touch

4th banishment, black tentacles

5th modify memory, synaptic static

Onsu-sabeth

Onsu-sabeth is a tireless predator, stalking the moonless night of the Abyss, ever in search of prey. Though she is perfectly capable of changing form (and does if it suits her hunt), she generally prefers her natural form — a gargantuan dragon-wolf, with a canine body covered in both green-black scales and bristling black fur, and six legs than end in poisonous, black iron talons. Onsu-sabeth is cunning and cruel, preferring powerful opponents, to better relish their demise. She seems to attract warlocks who are themselves cunning, or who think and scheme to outwit her. To these, she gives power freely — and smiles as she savors the long game.

Onsu-Sabeth Expanded Spell List

1st bane, hideous laughter

2nd dragon’s breath, ray of enfeeblement

3rd slow, speak with dead

4th blight, stoneskin

5th contagion, hold monster

Ur’th-sess of the Deep Night

In the stagnant and lightless recesses lower Pandemonium, the nightmarish Ur’th-sess of the Deep Night lurks, whispering frenzied threats unto itself and any who find themselves near. Madness, chaos and darkest terror ripple outward from its form — a malevolent water elemental, wrapped in the form of a nightmare aboleth. Few warlocks seek out Ur’th-sess — Ur’th-sess finds them in their dreams, and never lets go, goading them to advance its ineffable, cruel agendas.

Ur’th-sess Expanded Spell List

1st witch bolt, hideous laughter

2nd darkness, crown of madness

3rd bestow curse, dispel magic

4th banishment, phantasmal killer

5th maelstrom, dream

Yrgash’Sharl

Amid the mix of toxic ice and fiery snow of lower Gehenna, Yrgash’Sharl spends his days and nights scrying the prime material planes (and in particular, it seems, Narenfel), searching for secrets and things meant to stay hidden. Such things are not important of themselves, but Yrgash’sharl feeds on the knowledge of things that others do not know. The deeper, darker or more potentially damning the secret, the more sustenance he draws. Yrghash’sharl barely resembles anything sentient — he is a writhing mass of fleshy pink tubers and tentacles, interspersed with needle thin spikes. How he scries or gathers his information is a mystery, but he is drawn to those with secrets they wish hidden, and sometimes becomes patron for such — all the while feeding on them.

Yrgash’Sharl Expanded Spell List

1st comprehend languages, detect magic

2nd detect thoughts, see invisibility

3rd clairvoyance, nondetection

4th ice storm, locate creature

5th contact other plane, scrying

Rastagland, Pustule of Souls

Amidst the elemental chaos of Limbo, Rastagland is a maelstrom of oozing, popping pustules, each filled with a foul admixture of puss and essence of souls he has devoured or that serve him still. It is believed that he started life as a titan, but is now only vaguely recognizable as humanoid — absurdly obese, and layered in strata after strata of disease-filled carbuncles, each writhing under the agony of the soul trapped inside, waiting for a chance to break free and end their suffering. Only the most desperate of warlocks seek Rastagland as a patron; even among the Hungry Gods, Rastagland has a reputation as a devourer of his followers. Service to him is likely to be short.

Rastagland Expanded Spell List

1st ray of sickness, chaos bolt

2nd ray of enfeeblement, levitate

3rd blink, counterspell

4th blight, elemental bane

5th contagion, telekinesis

Soul Dampening

By channeling the vitality of your soul to your patron, you can dampen Common Magic spells that you cast. When you cast a1st or 2nd level spell, you can take an additional point of damage per level of the spell to dampen it, incurring no increase in magnitude for an existing node (or avoiding creating one if no node is present).

Disciple of Hunger

Starting at 10th level, you gain an ability based on the particular Hungry God patron you have chosen.

• Blegeer’nar: You are immune to charm effects, and any charm-based spells you cast have a +2 to your spell DC.

• Knass-ko-Knoss: You gain proficiency in heavy armor and martial weapons.

• Shadra Grek’sis: You are immune to fire damage. Additionally, when rolling any fire damage, ignore all 1s and 2s, and make them 3s.

• Crhk-shi’krum: You are immune to lightning damage. Additionally, when rolling any lightning damage, ignore all 1s and 2s, and make them 3s.

• Evungrell: You do not dream, cannot be visited in a dream (per Mythdrigg ability) nor can you be affected by sleep-based spells. You gain proficiency on stealth checks. If you already have proficiency, you gain double proficiency on stealth checks.

• Onsu-Sabbeth: Your fingernails become iron sharp and poisonous. You may choose to attack with them, doing 1d10 slashing damage, plus an additional 1d6 poison damage. While attacking this way, on a natural 20, your target must make a constitution  saving throw, or take 1 point of exhaustion.

• Ur’th-sess: Mind-altering enchantments and charms are ineffectual on you — you are already caught within the web of something far worse. When you are targeted with such a spell, you are instead healed a number of d8 equal to the level of the spell.

• Yrgash’Sharl: You cannot be surprised by non-planar creatures, nor can you be scryed upon by anyone other than Yrgash’Sharl. Additionally, if you attack while hidden, you gain an additional 2d6 damage to your attack against an unwitting target.

• Rastagland: You are immune to poison damage. Additionally, as an action, if you touch a creature, they must make a Constitution save (at your spell DC) or take 2d10 poison damage (half damage if they make their save).

Siphon Soul

Starting at 14th level, your relationship with your patron has intensified, allowing your patron to siphon away a portion of your soul in order to remove up to two points of exhaustion. Once you use this feature, you can’t use it again until you finish a long rest.

THE REN SPIRIT

Legends state that the Ren Spirit was once a paladin lord by the name of Ren, a man both generous and benevolent, until he and an adventuring party chanced upon a treasure of surpassing beauty and corrupting magic deep within the ruins of Everlock. An insidious lust gripped the paladin, and a spirit of unsurpassed malice rippled across his face, replacing every vestige of goodness with a utter malice and greed. Before they knew what was happening, he hacked down those who had ventured with him into the swamp and disappeared — presumably with the treasure.

In the time since, the legend of the Ren Spirit has made its way across the land, traveling from alehouse to alehouse, waystation to port, city to hamlet, generation to generation. Mothers invoke the Ren Spirit to frighten their children into submission, and adventures whisper of strange transformations of their comrades who suddenly and completely turn their back on friendship and humanity for some unholy desire.

Across the nations of Narenfel, there are numerous small shrines now erected to the Ren Spirit, each adorned a blacked talon clutching and orb, a talisman to ward off the greed, malice and mistrust that the Ren Spirit is rumored to engender. Within the shrines are offerings of money and personal effects — tokens left by passing travelers to appease the Ren Spirit, in the hopes that its eye and ire passes over them as they wander past.

Warlocks who choose the Ren Spirit for a patron share the Ren Spirit’s raw desire for malice and greed, or perhaps hope to avoid its clutches by becoming one with it. Like their patron, most warlocks of the Ren Spirit openly appear to be gentle, kind or giving, but are more deeply — perhaps even secretly — filled with darker, more insidious emotions.

Expanded Spell List

1st compelled duel, dissonant whispers

2nd invisibility, pass without trace

3rd incite greed, nondetection

4th compulsion, phantasmal killer

5th scrying, modify memory

Weal & Woe

Starting at 1st level, once per long rest, you may invoke the spirit of your patron, doling out woe to those nearby and channeling their misfortune into your personal advantage. As a bonus action, you cause all friendly targets within 50ft of your to have disadvantage on their next attack; you gain +2 for each such target to every roll you make until the start of your next round (attacks, saves, damage, etc.)

Spirit Step

Starting at 6th level, you may use a bonus action to silently teleport up to 30 feet to an unoccupied space you can see (as per the Misty Step spell). This requires no casting, nor spell slots. If you choose to teleport behind a creature, you may additionally make an attack with advantage, or attempt to steal something from their person, in which case you would make a sleight of hands check at advantage, contested by the target’s Wisdom (perception) check. You may do this a number of times per long rest equal to your proficiency modifier.

Poison Words

Starting at 10th level, you may channel your malice to sustain both you and your patron. You may use a reaction to make an semi-substantial verbal attack against an intelligent target within 30 ft. of you who can hear you, cloaking them momentarily in a shadowy, shifting aura. The target must make a Wisdom saving throw. It takes 5d10 poison damage on a failed save, or half as much on a successful one. If it fails its save, it is charmed, takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Once you use this feature, you can’t use it again until you finish a long rest.

Visage of Malice

Starting at 14th level, you can shift your visage to reveal your connection to the Ren Spirit. Each creature of your choice that is aware of you and within 120 feet must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to your Visage of Malice for the next 24 hours.