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Warlock Pact: Ancient Evil

The Warlocks that make a pact with the entity referred to as The Ancient Evil are often despised, and regarded as a heinous cult that worships a bringer of death and destruction. Their tenets, however, contrast the view society has towards them greatly. Only they know the truth of their patron, and all are bound by their pact to say nothing to anyone. These Warlocks treat death with a great amount of ceremony, giving their highest efforts towards remembering the dead, and finding ways to keep them in the memories of others. While these warlocks are often seen at sites of great destruction and death, the truth of their intentions is far from what is assumed of them. They regard life as precious, and death as a friend filled with bitter memories.
What is known of this ancient evil is that it appears to have begun slowly to awaken, at the beginning of the last war between nations. Some believe that the world intertwining nature with cyberware and genetic modifications has brought sin and vice to such heights that this entity was brought about to bring and end to civilization. Others refuse to believe it exists at all. Whatever truth, the warlocks that are known to have the information refuse to disclose anything, bringing them much of the reviled reputation they often carry.
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Expanded Spells List
The Ancient Evil lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st Detect Magic, Ray of Sickness
2nd Blindness/Deafness, Phantasmal Force
3rd Erupting Earth, Slow
4th Greater Invisibility, Vitriolic Sphere
5th Cloudkill, Insect Plague
Ancient Knowledge
At 1st level, upon taking this pact, you learn to read, write, and speak ancient Primordial, and can be understood by creatures that speak Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran. You gain the knowledge that your patron is the singular entity known as the Antiphoenix; a creature that is destined to bring about the end of all things - and be left behind alone to remember all that once was. The Antiphoenix does not wish death on anything, living things simply come to an end in its presence, and are lost to all knowledge beyond that of the Antiphoenix itself. Should you die after having obtained knowledge of this creature, you cannot be brought back to life except with a Wish. Revealing what others know as an ancient evil as a malevolent creature will cause you immense pain, and you will receive 25 hit points of necrotic damage should you attempt to do so. Revealing to others that the Antiphoenix exists will deal two times your maximum hit points in force damage. Should you die from this effect, all knowledge, memory, and trace of your existence beyond a now nameless body will vanish. You will not be able to resurrect by any means.
Ancient Power
At 1st level, you learn to tap into the knowledge that all things will one day end for good. The repeating cycle that begins life anew will halt. All of your Cantrips that deal damage will deal an additional 1d4 necrotic damage. This damage increases to 1d8 at 6th level, 1d12 at 14th level, and 2d20 at 18th level.
Become Darkness
At 6th level, you learn to enshroud yourself with the impossible darkness that colors your patron. For the next minute, a black aura surrounds you, darker than the mind can comprehend. Creatures that can see you take one hit point of psychic damage each turn you are in their field of vision.
You cannot use this feature again until you complete a short or long rest.
Song of Harm
At 6th level, you may spend one minute singing a melody in ancient Primordial, as a concentration spell. Up to 6 creatures of your choice that can hear you during this time take 1d10 + your Charisma modifier in force damage at the start of your turn each round. This damage manifests as old wounds forcibly tearing and reopening.
You cannot use this feature again until you complete a short or long rest.
Final Sound
At 10th level, you may choose a single target and utter the command for silence in ancient Primordial. The targeted creature must make a Charisma saving throw against your spell save DC. On a successful saving throw, the creature is silenced for 1d4 rounds. On a failed save, they lose the ability to speak. A creature that fails this saving throw can regain their ability to speak through a Remove Curse spell cast using a 6th or higher level spell slot.
You cannot use this feature again until you complete a short or long rest.
End's Harbinger
At 14th level, you intertwine yourself entirely with your patron's essence. When you kill a creature within 15ft. of you, it cannot be brought back to life except via Wish spell. If you kill a creature with any spell of 7th level or higher, it cannot be brought back to life through any means, and all memory of it vanishes from knowledge.
Atom-bomb Ravenwings
At 14th level, you may immerse yourself with the entity called the Antiphoenix. Upon using this feature, lose a number of hit points equal to half of your maximum, and gain the following benefits for two per each Warlock level you have:
  • You feature Become Darkness is constantly active
  • You sprout wings darker than comprehension, bearing feathers with razor sharp edges, and gain +4 to AC and a flying speed equal to 1.5x your base walking speed
  • Firebolt may be cast as a cantrip
  • A flyby bonus action, allowing you to fly through a creature's space and deal 2d8 piercing damage
  • A breath weapon dealing 8d10 necrotic damage in a 60ft. line of black fire. Creatures that pass a DC 21 Dexterity saving throw take half damage. (Usable once every 1d4 + 2 rounds)
If you fall to 0 hit points during this effect, or within one minute of its end, immediately become stable. Additionally, when this effect ends, a 20ft. explosion centered on you is triggered. You take no damage from this effect. Creatures within 20ft. must make a DC 20 Dexterity save, taking 4d6 fire damage and being pushed back 10ft. on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
You cannot use this ability again until you complete a long rest.
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Created by

Ticklesthegamemaster.

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