Warlocks of Schadengard - a Shadowdark Campaign
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Warlocks of Schadengard - a Shadowdark Campaign

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Score 996

04/15/26

Howling warriors with sharpened teeth, wild-eyed doomspeakers preaching of The Dissolution, and cloaked lore-hunters bearing the hidden Mark of Shune.

Weapons: Club, crossbow, dagger, mace, longsword

Armor: Leather armor, chainmail, and shields

Hit Points: 1d6 per level

Languages. You know either Celestial, Diabolic, Draconic, Primordial, or Sylvan.

Patron. Choose a patron to serve. Your patron is the source of your supernatural gifts. 

Your patron can choose to grant or withhold its gifts at any time. You can gain new Patron Boons/talents (or lose them) as a result.

Patron Boon. At 1st level, you gain a random Patron Boon talent based on your chosen patron.

Whenever you gain a new talent roll, you may choose to roll on your Patron Boon table rather than the Warlock Talents table.

Warlock Talents

2d6 Effect
2 Roll a Patron Boon from any patron; an unexplained gift
3-6 Add +1 point to two stats (they must be different)
7-9 +1 to melee or ranged attacks
10-11 Roll two Patron Boons and choose one to keep
12 Choose a talent or +2 points to distribute to stats

Warlock Titles

Level Lawful Chaotic Neutral
1-2 Favored Marked Chosen
3-4 Herald Zealot Channeler
5-6 Eminent Occultist Prophesied
7-8 Exalted Champion Transcendent
9-10 Incarnation Harbinger Avatar

Patron Boons

Almazzat

2d6 Effect (2 duplicate = +1 use per day)
2 1/day, gain advantage on melee attacks for 3 rounds
3-7 Learn to wield 1 melee weapon or get +1 to melee attacks
8-9 +2 to Strength or Constitution or +1 to melee damage
10-11 Gain advantage on initiative rolls (reroll if duplicate)
12 Choose one option or 2 points to distribute to stats

Kytheros

2d6 Effect (2 duplicate = +1 use per day)
2 1/day, force the GM to reroll a single roll
3-7 Gain +1 to your AC through supernatural foresight
8-9 +2 to Strength, Dexterity, or Wisdom stat
10-11 3/day, add your WIS bonus to any roll (reroll if duplicate)
12 Choose one option or 2 points to distribute to stats

Shune the Vile

2d6 Effect (2 duplicate = +1 use per day)
2 1/day, read the mind of a creature you touch for 3 rounds
3-7 Learn a witch spell, tier = half your level. Cast it with CHA
8-9 +2 to Dexterity, Intelligence, or Charisma stat
10-11 +1 XP whenever you learn a valuable or significant secret
12 Choose one option of 2 points to distribute to stats

Mudgulblub

2d6 Effect (2 duplicate = +1 use per day)
2 1/day, turn into a crawling puddle of slime for 3 rounds
3-7 Maximize 2 hit point die rolls (prior or future)
8-9 +2 to Dexterity or Constitution stat
10-11 Become immune to 1: acid, cold, poison (reroll if no options)
12 Choose one option or 2 points to distribute to stats

Titania

2d6 Effect (2 duplicate = +1 use per day, 10-11 duplicate = reroll)
2 1/day, hypnotize a LV 5 or less creature for 3 rounds
3-7 Learn to wield a longbow or gain +1 to ranged attacks
8-9 +2 to Dexterity or Charisma stat
10-11 Hostile spells that target you are always hard to cast
12 Choose one option or 2 points to distribute to stats

The Willowman

2d6 Effect (2 and 10-11 duplicate = +1 use per day)
2 1/day, teleport to a far location you see as your move
3-7 +1 to melee or ranged attacks
8-9 +2 to Strength or Dexterity stat
10-11 1/day, force a close being to check morale, even if immune
12 Choose one option or 2 points to distribute to stats

Hiwiski (The Dream God)

2d6 Effect
2 Learn the Seer spell Hallucinate. If duplicate, gain advantage on spellcasting check. If duplicate again, choose one option.
3-7 Learn the Wizard spell Sleep. You cast it at advantage, but can only target one creature. If duplicate, raise the level of creatures affected by 1.
8-9 +2 to Charisma or Wisdom stat
10-11 Enter the dreams of any number of sleeping creatures within Near. You must be able to see these creatures. If provided prior consent to your presence, you enter unopposed. If they did not (or cannot) provide prior consent, you must make an opposed Charisma check. On a failure, you cannot enter their dream, and they are aware you tried to enter. They wake immediately if they are able to. You can cause all your targets to have a restful sleep and wake with a Luck token in the morning if they do not already have one. Alternatively, you can cause all your targets to have a restless sleep. If they fail a Constitution check (opposed by your Charisma check) they gain no benefit from resting. This action takes five rounds to complete and can only be performed once per rest.
12 Choose one option or 2 points to distribute to stats

The Od-r (The Other)

2d6 Effect
2 1/day, change your shape into any other humanoid shape for one hour. If attempting to impersonate a specific a specific person, must succeed at a Charisma check opposed by a target's Wisdom to fool someone. Target rolls with advantage if they know the subject of your impersonation well. If duplicate, +1 use per day.
3-7 Learn to wield one new melee or ranged weapon
8-9 +2 to Charisma or Constitution
10-11 Learn the Wizard spell Charm Person. You cast the spell with Charisma. If duplicate, roll to cast with advantage. If duplicate again, choose one option.
12 Choose one option or 2 points to distribute to stats

Sensai (The Mad Goddess)

2d6 Effect
2 1/day, polymorph yourself into a Giant Snake, OR 3/day, into a Snake Swarm. The duration for either is 5 rounds. Once you use one variant, you can't use the other until the next day.
3-7 Learn the Witch spell Hypnotize, cast with your Charisma. If duplicate, raise the affected creature level by 1.
8-9 +2 to Charisma or Dexterity stat
10-11 Learn the Wizard spell Befriend. If cast on a snake, the range becomes Far.
12 Choose one option or 2 points to distribute to stats

Saint Adömyr

2d6 Effect
2 When fighting undead, demons, or devils, your melee weapon becomes wreathed in a brilliant blue Flame of Saint Adömyr, doing an additional 1d6 damage to those types of creatures. If duplicate, increase the damage die by one step, to a maximum of 1d12. After that, treat the result as 12.
3-7 Learn the tier 1 spell Protection from Evil. Charisma is your casting stat. If duplicate, gain +1 to the spellcasting check.
8-9 +2 to Charisma or Strength stat
10-11 You can spend your turn focusing to gain the Eye of Saint Adömyr and can sense the presence of undead, diabolical or demonic creatures within Near. If you focus for two rounds, you discern their specific nature and approximate numbers. If duplicate, treat the range as Far (but only within sight). If duplicate again, treat the rest as 2
12 Choose one option or 2 points to distribute to stats

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