Warlock
Rather than study, you turned to a dark entity to gain the power you crave. You likely followed in the steps of other warlocks by enlisting in service to the Adversary: Prince of the Netherworld, Lord of the Fiends, and author of all the evils that have befallen the world. You might have sought out such a bargain on your own or succumbed to temptation when a fiend seduced you and brought you over to the side of darkness.
Making a pact with the Devil takes a special set of circumstances. Desperation, fear, and anger might have led you to take the first steps down this dark road. Perhaps you want revenge against someone far more powerful than you and you neither have the time or luxury to devote yourself to learning magic the old-fashioned way. It could also be that powerful enemies hunt you and this pact was the only way to save your neck. Better a fate worse than death that might come in ten, twenty, or more years than the agony of the bonfire, the torturer’s tools, hunger, disease, or some other calamity tomorrow.
Level 3 Warlock
Attributes: Increase two attributes by 1 each.
Health: +8, Bonus Damage: +1d6
Tradition: One Spells: One novice
Languages: Any one
Adversary’s Mark (Magical): The Adversary’s dread attention causes you to be cursed. No effect can end this affliction. The curse manifests as an upside-down star burned into the center of your forehead. In addition to the effects of being cursed, the star imposes 1 bane on your rolls in social situations, but it signifies that your soul belongs to the Adversary, and thus fiends do not harm you unless you harm them first.
Magical Doom (Magical): When a creature within 5 yards of you dies or becomes incapacitated and that creature has a Health score of 10 or higher, you can use a reaction to gain 1 doom token and the incapacitated creature that enabled the use of this talent dies. You retain the token until you expend it. You expend these tokens to use talents gained from this path. Discard any unexpended doom tokens after you rest.
Hellfire Blast (Magical): You can use an action to release blue-black flames from your hand. Target one creature within 15 yards. Make an Intellect roll against the target’s Agility. On a success, the target takes 1d6 damage and becomes weakened until the end of your next turn. You can expend 1 doom token to deal an extra 3d6 damage. The extra damage increases to 4d6 at level 4, 6d6 at level 6, and 9d6 at level 9.
Level 4 Warlock
Health: +8
Spells: One novice
Hellfire Blade (Magical): You can use an action and expend 1 doom token to create a saber made from fire that remains for 1 hour, until it leaves your hands, or until you become unconscious. The saber uses the normal stats for the weapon, but the weapon damage is 3d6, or 4d6 at level 6. In addition, when you get a critical success on an attack using the saber, the target also catches fire (luck ends).
Terrifying Presence (Magical): You can use an action and expend 1 doom token to force any number of enemies within 5 yards to make a Will roll. On a failure, the target becomes frightened of you (luck ends), or until you become unconscious.
Level 6 Warlock
Health: +8
Spells: One expert
Hellfire Shroud (Magical): When you use your Hellfire Blast talent, you can choose to take 1d6 damage to wreathe your body in hellfire for 1 minute. Any creature in reach that attacks you takes 1d6 damage and must succeed on an Agility roll or catch fire (luck ends).
Infernal Might (Magical): You can use an action, or a reaction when you are harmed, to expend 1 doom token and heal 1d6 damage. Then, for 1 minute, you make attribute rolls with 1 boon.
Level 9 Warlock
Health: +8, Bonus Damage: +1d6
Spells: One expert
Brimstone Step (Magical): Each time you spend 1 doom token, you can teleport to an empty space you can see within 15 yards. Inside a Size 3 space centered on the space you left, there appears acrid, noxious smoke that creates heavy obscurement until the end of your next turn.
Eyes of the Adversary (Magical): You gain the Dark Vision trait. In addition, you see through all disguises, recognize illusions for what they are, and see clearly into the spirit world in places where it coexists with your surroundings.