Warlocks are the magical users that cheated on their way through Final exams. They’re a very cool class who have made a Pact using a substantial entity for some larger purpose. Ensure their spirit, influencing events in the mortal plane for their preferred Patron, or perhaps cookies. A fun part of building any Warlock is creating a backstory for that. This individual was before they made the Pact, the reason they thought it was a fantastic idea and what the terms of the Pact are.
Warlocks come with some excellent character building baked into the course. Ensure you check out our tips for new role players to ensure that you have an exciting and enjoyable character to play.
Customization in Warlock 5e
Warlocks have a lot of customization and variety available with their three different Pact choices, as well as their three possible Patrons. The very best aspect of a sport like D&D is that there is no”best” option. Only the one you enjoy the most. When choosing your Pact, remember, both the Pact of Chain and the Pact of those Tome lend themselves to staying out of the fight and utilizing Cantrips and ranged options to contribute. Pact of the Blade allows you to fight any way you want; just because it is called Pact of the Blade does not imply your Pact weapon can’t be a bow.
Concerning your Patron alternatives, each one needs to help determine the way you play your character. A Fiend will have different goals than an Archfey, which will influence your personality. Every one of the Patrons offers an expanded spell record, in addition to benefits to be in their services.
Warlock 5e Features
Statistics in DnD
Statistics in D&D signify how your character interacts with the world and what they can (and cannot) accomplish. Work with your DM to be sure you’re generating your statistics the same as your group’s rest and whatever method selected. You may create six unique amounts; 1 for each feature. When you have your numbers, it is imperative to prioritize your statistics to get the maximum from them.
Charisma in Warlock 5e
Warlocks are magical casters who utilize Charisma as their paramount spellcasting ability. Therefore, Charisma should be your highest attribute. The best part about having Charisma as your principal characteristic is that it buffs all of your amazingly useful Charisma skills by default (such as Persuasion).
Select either the Pact of the Chain or the Pact of this Tome. The constitution should be your next most astonishing ability as you’re going to be spending the majority of your time lobbying Cantrips. For Pact of the Blade, be sure that you select either Strength or Dexterity, based on the kind of weapon you plan on using. Your data breakdown should look like this:
Charisma -> Constitution -> Dexterity -> Wisdom -> Power -> Intelligence
If you are utilizing Pact of the Blade, it must look like this:
Charisma -> Strength/Dexterity -> Constitution -> Strength/Dexterity -> Wisdom -> Intelligence
If you decide on Dexterity to function as second place attribute, bulge Wisdom up a place to be sure you gain the bonuses to your Insight and Perception. They are far more significant than Strength.
SPELLS in warlock 5e
Warlocks have a much more restricted number of spell slots than other dedicated magic courses. That means they need to rely upon their Cantrips, and in later levels, their Eldritch Invocations. At the first level, Warlocks understand two Cantrips and two Spells. Unlike spells, you can not phase out selected Cantrips later. So be sure you’re delighted with the ones you choose.
The very first Cantrip every warlock should grab is Eldritch Blast. It is an excellent Cantrip with an incredible selection and a great harm dice. The other reason this is a must-have attraction is that Warlocks have three different Eldritch Invocations that enhance Eldritch Blast in some way. As these Invocations are always on, improving this Cantrip is a massive reason to select it.
Even if you plan to run Pact of the Blade and stab items, Eldritch Blast is a superb option. Consult your Barbarian buddy. There are times when you can not reach the thing you would like to stab, and this is a great backup. Contemplating Warlocks are Charisma established casters. My following recommendation is Friends. Gaining an advantage in all your Persuasion efforts can be the difference between a positive or a negative consequence. Sure, the goal knows you used magic on it; however, you’re the kind of person who makes Pacts with powerful entities. Future planning was never a strong suit.
The Patron: Warlock 5e
I’m not going to think about any of those enlarged spell lists out of your patron. Don’t hesitate to exchange either of those options for all those presented with your patron. Since Warlocks have so few spell slots, you should start looking for spells that have prolonged effects or longer durations. There’s no sense with one of the two spell slots to get an immediate, one-off impact.
The first spell every warlock must have is Hex. That has a focus time of an hour, deals extra damage every time you attack them. It only costs a bonus action to cast. It lets you hex a particular ability that imposes drawbacks on the target every time they make a skill check (using the hexed power). The best part is that you can curse a new monster if the goal reduces 0 hit points. Cast it early at combat, and you’ll be able to hex every single monster you fight.
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Hex: warlock 5e
The following spell you need to catch is Length of Hadar. While there are far better multiple action spells (like Witch Bolt), Arms of Hadar does not require concentration and thus won’t end your Hex spell ancient. Additionally, it unites with Hex very well because you can Hex a creature’s power before projecting it. The other great thing about this spell is that it’s an area of effect spell affecting all creatures within 10 feet of you (such as allies!) And they take damage if they pass the rescue.
Warlock 5e Class Details
With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly. Weaving a magical charm into his honeyed words and bending the palace sentinel into his will.
As flames spring to life within her hands, a wizened human whispers the critical name of her demonic patron, infusing her spell using fiendish magic.
He was shifting his gaze between a battered tome along with the strange positioning of the stars overhead. A wild-eyed tiefling chants the mystical ritual that will open a doorway to a distant universe.
Warlocks are seekers of the knowledge that lies concealed in the fabric of the multiverse. Through pacts created with mysterious beings of supernatural power, warlocks unlock magical effects, both subtle and spectacular.
Sworn and Beholden
A pact is with an otherworldly defining a warlock 5e.
At times the association between Warlock and Patron is similar to that of a cleric and a deity. However, the beings that serve as patrons for warlocks aren’t gods. A warlock may lead a cult devoted to a demon prince, an archdevil, or even an utterly strange thing –beings not typically served with clerics. More often, however, the structure is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.
The magical bestowed on a warlock ranges from minor but lasting adjustments to the warlock’s being (such as the ability to see in darkness or to read any language) to access powerful spells. Unlike bookish wizards, warlocks supplement their magic with some center at the hand-to-hand battle. They’re comfortable in light armor and know how to use simple weapons.
Delvers into Keys
Warlock 5e drives an insatiable demand for knowledge and power, which compels them into their pacts and shapes their lives. This thirst makes warlocks into their agreements and contours their later careers as well.
Stories of warlocks binding themselves to friends are frequently known. But many warlocks serve patrons who are not fiendish. Sometimes a traveler in the wilds comes to some strangely lovely tower, meets its fey god or woman, and stumbles to a pact with no utterly conscious of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed pupil’s mind is opened to realities beyond the material world and to the aliens that reside in the outer void.
One confirmation of a pact, a warlock’s thirst for knowledge and power, does not slake with only study and research. No one makes a pact with such a powerful patron when they do not intend to use the control so gained. Instead, the massive majority of warlocks spend their time actively pursuing the objectives, which generally signifies some adventuring. What’s more, the needs of their patrons drive warlocks toward experience.
Creating a 5e Warlock
As you create your warlock character, spend some time considering your patron as well as the duties that your Pact imposes upon you. What directed you to make the Pact, and how did you make contact with your patron? Have you been seduced into a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you hunt for your patron, or did your patron find and choose you? Do you chafe beneath the duties of your Pact or function joyfully in anticipation of the rewards promised for you?
Function with your DM to determine how big part your Pact will play in your character’s adventuring career. Your patron’s requirements might drive you into adventures, or they might consist entirely of small favors you can perform between experiences.
What type of relationship do you have with your patron? Is it friendly, antagonistic, uncomfortable, or intimate? How important does your patron believe one to be? What part can you play in your patron’s plans? Do you know other servants of your patron?
How does your patron communicate with you? In case you have a comfortable, it may occasionally talk to your patron’s voice. Some warlocks find messages out of their patrons etched on trees, mingled one of the tea leaves, or adrift in the clouds — letters which only the warlock could see. Other warlocks converse with their patrons in dreams or waking visions or cope just with intermediaries.
Class Features in Warlock 5e
For a warlock, you gain the next class attributes.
2.Hit Dice: 1d8 per warlock degree
3.Hit Points at 1st Level: 8 + your Constitution modifier
Strike Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies ( warlock 5e)
Saving Throws: Wisdom, Charisma
Skills: Pick two abilities from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a scholar’s package or (b) that a dungeoneer’s package
Leather armor, any simple weapon, and two daggers
At 1st level, you’ve struck a deal with an otherworldly being of your choice. The detailed fiend, at the end of the class outline, or one from another origin. Your choice grants you features at 1st level and 6th, 10th, and 14th level.
Pact Magic ( warlock 5e)
Your arcane research, along with the magical bestowed on you by your patron, has given you center with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell record.
You know just two cantrips of your choice in the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown at the Cantrips Known column of the Warlock 5e table.
The Warlock table shows the number of spell slots you need to throw your warlock spells of 1st through 5th level. The table also reveals these slots; most of your spell slots are the same degree. To cast among your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a brief or long break.
By way of instance, once you’re 5th level, you have just two 3rd-level spell slots. To throw the 1st-level spell witch bolt, you have to spend one of those slots, and you throw it as a 3rd-level spell.
Spells Known of 1st Level and Higher.
At 1st level, you understand two 1st-level charms of your choice from the warlock spell list.
The Spells known column of this Warlock table reveals when you find out more warlock spells of your choice of 1st level and greater. A spell you choose must be of a story no more remarkable than displayed in the table’s Slot Level column for your level. When you get to 6th degree, as an example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this course, you may pick one of those warlock spells, you know. And replace it with another spell from the warlock spell record, which also must be of a degree for which you have spell slots.
Charisma is the spellcasting ability to your warlock charms, so you utilize your Charisma whenever a spell identifies a spellcasting ability. Besides, you use your Charisma modifier when setting the saving throw DC to get a 5e warlock spell you throw and when making an attack roll with you.
5e warlock Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear segment ) as a spellcasting concentrate for your warlock spells.
Your occult lore research has discovered eldritch invocations, fragments of forbidden knowledge that imbue you with abiding magic ability.
At the 2nd level, you obtain two eldritch invocations of your selection. Your invocation choices are at the end of the class description. When you gain specific warlock amounts, you gain additional invocations of your choosing, as exhibited at the Invocations Known column of the Warlock table.
Additionally, when you get a level in this course, you may pick one of those invocations you know and replace it with a different invocation you could learn at that level.
If an eldritch invocation has prerequisites, you need to meet them to learn it. You can learn the invocation at precisely the same time that you fulfill its provisions. A level prerequisite identifies a degree in this course.
When you cast an eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of Shadows
You can cast mage armor on your own at will, without expending a spell slot or material components.
Prerequisite: 9th level
It’s possible to cast levitate yourself will, without expending a spell slot or material components.
It’s possible to throw talk with animals at will, without expending a charm slot.
You gain proficiency in the Deception and Persuasion abilities. And you can throw compulsion once employing a warlock 5e spell slot machine. You can’t do this again till you complete a long break.
The novel of Ancient Keys ( warlock 5e)
Prerequisite: Pact of the Tome attribute
Now you can inscribe magical rituals in your Book of Shadows. Pick two 1st-level spells with the ritual tag from any category’s spell record (the two needn’t be in the same listing ). The spells appear in the publication and don’t count against the number of spells you know. With a Book of Shadows in hand, you can cast the chosen spells as rituals.
None release the spells except as rituals unless you have learned them by several other means. You might even throw a warlock spell. You know as a ritual if it has the ritual tag.
In your adventures, you can add other ritual spells into your Book of Shadows. When you find such a spell, you can add it to the publication if the spell’s level is equal to or less than half your warlock degree. (rounded up) And if you can spare the time to transcribe the spell. For every level of the spell, the transcription process takes 2 hours and costs 50 gp for the infrequent inks needed to inscribe it.
Prerequisite: 15th level, Pact of the Chain feature
It’s possible to throw hold monster will — targeting a celestial, fiend, or elemental — without expending a spell slot or material parts. You must complete a long rest before you can use this invocation on the same creature again.
You can generally see in darkness, both magical and nonmagical, to a distance of 120 feet.
Prerequisite: 7th level
You can cast confusion once employing a warlock spell slot. You can’t do this again until you finish a long break.
You can cast detect magic at will, without expending a charm slot.
Eldritch Spear ( warlock 5e)
Once you cast the eldritch blast, its range is 300 feet.
You’ll be able to read all writing.
You’re able to throw false existence on yourself at will as a 1st-level spell without expending a spell slot or material components.
The gaze of Two Minds
You can use your action to touch a ready humanoid and perceive it through its senses until the end of the next turn. The monster is on precisely the same plane of existence as possible. You can use your action on subsequent turns to maintain this relationship, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you take advantage of any unique insights owned by that creature, and you are blinded and deafened by your surroundings.
When you hit a monster with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
It’s possible to throw yourself in a will without expending a charm slot.
Master of Myriad Types
Prerequisite: 15th level
It’s possible to cast alter self in a will without expending a spell slot.
Prerequisite: 9th level
It’s possible to cast conjure elemental once employing a warlock spell slot. You can’t do so again till you complete a very long rest.
Mire the mind ( warlock 5e)
Prerequisite: 5th level
You’re able to throw slow after employing a warlock spell slot machine. You can’t do this again until you complete a very long break.
You can cast silent image at will, without expending a spell slot or material components.
Prerequisite: 5th degree
When you’re in an area of dim light or shadow, you can use your action to become invisible until you move or take action or response.
Prerequisite: 9th degree
It’s possible to cast jump on yourself at will, without expending a spell slot or material components.
Once you hit a monster with an eldritch blast, you can push the creature around 10 feet away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th degree
It’s possible to cast polymorph once using a warlock spell slot machine. You can not do so again until you finish a long rest.
Signal of Ill Omen
Prerequisite: 5th degree
You can cast bestow curse after using a warlock spell slot machine. You can’t do this again till you finish a long rest.
Thief of Five Fates
It’s possible to throw bane once using a warlock spell slot. You can not do so again until you complete a long break.
Thirsting Blade ( warlock 5e)
Prerequisite: 5th level, Pact of the Blade feature
You may attack with your pact weapon instead of once whenever you take the Attack action in your turn.
Visions of Distant Realms
Prerequisite: 15th degree
It’s possible to cast arcane eye will without expending a spell slot.
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your recognizable and perceive through your familiar’s senses so long as you’re about the same plane of existence. Furthermore, while smelling throughout your recognizable feelings, you might also talk through your recognizable in your voice, even though your familiar is ordinarily incapable of language.
Prerequisite: 9th degree
You can cast speak with the dead will without expending a spell slot.
Prerequisite: 15th degree
You’re able to see the original form of almost any shapechanger. Or monster hides by figurines or transmutation magic. It is while the creature is within 30 feet of you and line of sight.
The Fiend in warlock 5e
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends are powerful enough to forge a pact have demon lords. Such as Demogorgon, Orcus, Fraz’Urb-Luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are exceedingly mighty. And Ostrogoths and other lords of the yugoloths are also there.
Expanded Spell List
The fiend lets you choose from an expanded list of spells when you learn a warlock 5e spell. The following spells add to the warlock spell list for you.
Fiend Expanded Spells
burning hands, command
blindness/deafness, scorching ray
fireball, stinking cloud
fire shield, the wall of fire
flame strike, hallow
Dark One’s Blessing (warlock 5e)
Starting at 1st level, you reduce a hostile creature to 0 hit points. You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Dark One’s Luck
Starting at the 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Starting at the 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to transport the target through the lower planes instantly. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to space it previously occupied or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
The Genie (UA- 5E WARLOCK)
IT IS PLAYTEST MATERIAL
The material is to spark your imagination. In draft form, these game mechanics are usable in your campaign but not refined by full game design and editing. They aren’t officially part of the game and are not allowed in D&D Adventurers League events.
If we decide to make this material official, it depends on your feedback, and then it will appear in a D&D book.
Here are some things to keep in mind:
- The character options you read here might be more or less potent than opportunities in the Player’s Handbook. If a design survives to playtest, we adjust its power to the desired level before official publication.
- In early playtests such as this, character options can rarely tune for multiclassing. We are nonetheless interested in multiclass-related feedback, accounting for it if we finalize the publication design.
You have made a pact with one of the rarest kinds of genie, a noble genie.
Such entities are rulers of vast fiefs on the Elemental Planes. They have significant influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals. It binds genies into servitude. They are readily entering into pacts that expand their reach across the multiverse.
Warlock 5e has access to a lot of spells. Therefore, we think it would be the most beneficial to only talk about our favorite spells at each level and which ones to avoid. Just remember that this doesn’t mean the ones we don’t mention are necessarily bad or don’t have a purpose.
Eldritch Blast: This is your bread and butter as a Warlock. Scales with damage that can rival any melee fighter. Make sure to pick up the Agonizing Blast Invocation.
Minor Illusion: Easily the most versatile spell in the game. An excellent choice for a cantrip.
Prestidigitation: A bit less useful than Minor Illusion, but they are still solid.
Mage Hand: Can be a very useful cantrip if used right.
Chill Touch: With Eldritch Blast at your disposal, you don’t need any other damage-dealing cantrips.
Poison Spray: With Eldritch Blast at your disposal, you don’t need any other damage-dealing cantrips.
1st Level Spells
Armor of Agathys – Great self-buff that can provide some temporary HP and damage if you get hit. If you’re a Pact of the Blade Warlock, you want this. Scales with your level.
Arms of Hadar – Decent AoE and allows you to escape on a failed save. Only take this if you are a Pact of the Blade Warlock.
Hellish Rebuke: Awesome use for your reaction—scales with levels.
Hex – This is the Warlock 5e equivalent of Hunters Mark, making it a good spell. It takes your concentration slot.
Protection From Evil and Good: It is a fantastic protective spell against many creatures types you face in D&D 5e. It doesn’t scale with levels to don’t take this if you have another caster.
Witch Bolt: Underwhelming damage when compared with your Eldritch Blast and Agonizing Blast.
2nd Level Spells
Cloud of daggers: If you can find a funnel point or can have your melee fighters push creatures into the cloud, it can do mega damage—scales with levels.
Crown of Madness: This spell has many crippling limitations because of its powerful effect at such a small level. Skip this until you can Dominate Monsters.
Darkness: Combos great with Devil’s Sight.
Enthrall: Not a good spell.
Hold Person: This can be encounter breaking against humanoids—scales well with levels.
Invisibility: Certainly a good spell, but blowing a higher-level spell slot on situations where you don’t need to make more than one thing invisible isn’t great.
Mirror Image: Good self-buff but doesn’t scale with levels.
Misty Step: It is an excellent option to get out of challenging situations. If you’re looking for a late pickup, this could be the right choice. It doesn’t scale with levels.
3rd Level Spells ( warlock 5e)
Counterspell: You don’t necessarily want your warlock to be blowing spell slots on counterspell, but if nobody else has it, you need to take it.
Dispel Magic: Same as Counterspell.
Fear: Amazing crowd control spell. Particularly useful because they don’t get to retry the save until they break a line of sight.
Fly: Decent self-buff but not something you want to be wasting spell slots on.
Hunger of Hadar 5e
Hunger of Hadar: Decent crowd control option, substantial damage if you can keep baddies in there or cast it at a choke point. Jeremy Crawford has confirmed that the Devil’s Sight Invocation cannot see into the spell’s area. It doesn’t stack with spell levels, which makes it less viable for a Warlock long term.
Hypnotic Pattern: Another great crowd control spell. Take this or Fear based on your flavor.
Vampiric Touch: Gives you a 3d6 melee weapon with life drain as long as you can concentrate, but those concentration checks are going to kill you. You essentially need War Caster to make this worth it.
4th level Spells warlock 5e
Banishment: Solid spell to take a creature or two out of the fight.
Blight: 4th level single-target spell that targets a common save. It barely out damages 4th-level fireball and flat-out doesn’t work on some common creature types. SKIP.
Dimension Door: Decent spell but doesn’t exactly do much for Warlocks.
5th level Spells warlock 5e
Contact Other Plane: Very niche.
Dream: Low key one of the best spells in the warlock’s arsenal. That can mess with the BBEG of the campaign.
Hold Monster: Spell that can make a creature out of the fight. Allows for a save after each turn, which makes it worse than Banishment for consistently keeping a monster out of the battle. Still, the monster can be attacked with an advantage, making quick work of it after failing a save or two.
Scrying: It is useful but niche.
6th level Spells warlock 5e
Circle of Death: If you can pick up fireball, you don’t need this at all. Necrotic is a semi-popular damage resistance as well.
Conjure Fey: There are only Feys up to CR3 in the MM (Green Hag). The only Beast you can use is Mammoth. If you are playing with more services, you can make it more worth it.
Eyebite: There are much better crowd control options for lower spell slots.
Mass Suggestion: This is a ridiculous spell that could easily swing encounters in your favor.
7th level Spells 5e Warlock dnd
Finger of Death: Very nice damage with the potential to make a little zombie buddy!
Plane Shift: Good utility to run away from a fight that has turned south or force a CHA to save to avoid getting banished.
Forcecage: No save and no way to get out once you get put in. This spell is a great way to contain a scary melee creature.
8th level Spells warlock 5e
Demiplane: Good utility spell. If you have a muscular buddy or good persuasion spells, you can create your demi-prison system.
Dominate Monster: Excellent option to help swing the tides of battle in your favor
Feeblemind: Encounter ending debuff if you hit a spellcaster with it. Usually, spellcasters at this level will have a very strong INT save or Legendary Resistance.
Glibness: A seemingly small effect for such a high-level spell, although it can be useful in niche circumstances.
Power Word Stun: You can auto stun a creature with less than 150hp, but they get to make a save at the end of each of their turns.
9th level Spells 5e warlock
Astral Projection: Niche and you will probably have some other reason for getting to the Astral Plane if you need to be there.
Foresight: Insane Buff and Debuff, and it is not concentration.
Imprisonment: There are other ways to dispose of those big baddies permanently.
Power Word Kill: Very mechanically interesting spell. Essentially, you can auto-kill a creature if they have less than 100hp. As a player, we do not know how much HP a monster has, but an Investigation or Insight check might allow some clues as to whether or not they’re close.
True Polymorph: If you manage to concentrate successfully for an hour, the effect can be permanent. The added flexibility of turning a creature into an object, or vice-versa, is compelling.
But if not on good terms with the patron at say, level 5, do they still get to level up as warlock as they go? Are they given the power “X” and the leveling up is just learning to harness it? Or does that relationship have to be tended to to gain more power (leveling up?)
— John, The Bearded Bookmaker – BLM! ✊🏽 (@John_Hazelwood) January 28, 2020