Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Warlock

Warlocks draw power through pacts. Before the war, such arrangements were often treated as signs of corruption or secret abyssal dependence. In the reconstruction age, pacts are more openly understood: some are predatory, some are lawful, some are sacred, and some are merely practical. Contractual magic is more visible than it once was, but visibility has not made it safe.

Root Node · 1 CLA

Warlock

Roll Lore (Occult) instead of Magic for any roll involving your pact spells.

Path of the Pact

T1 · 1 CLA

Pact Magic

Gain one pact-bound spell from each tier up to your Lore (Occult) skill. Regain one on short rest; regain all on long rest. Cannot be changed unless you reforge the bond.

Eldritch Reservoir

Gain 2 additional free castings of your pact spells per long rest, distributed among your known pact spells as you choose.

Patron's Favor

Once per scene, when you fail a roll with Lore (Occult) for a pact spell, your patron intervenes. The roll is treated as a success with margin of 1.
T2 · 1 CLA

Eye of the Beholder

Once per session, create a magical link with a visible creature while maintaining concentration. While linked: use the target's highest skill as if it were your own. If the creature is unaware of you, it remains unaware of the link. The link breaks if the target leaves your line of sight, you lose concentration, or you choose to end it.

Deep Pact

Your pact spells may be cast one tier above their listed level, gaining the next tier's power. This uses an additional free casting slot.

Borrowed Might

When Eye of the Beholder is active, also borrow the target's second-highest skill if your Lore (Occult) skill is 3 or higher.
T3 · 1 CLA

Pact Infusion

Once per scene, infuse yourself with your patron's essence for 3 rounds. Choose one effect: Eldritch Speed (gain +2 AP per turn), Hexbrand (your attacks reduce the target's Physical and Elemental Defense by 2 until the end of your next turn, cannot be stacked), or Soul Drain (when you deal damage, recover stress points equal to half the damage dealt, rounded down).

Patron Ascendant

During Pact Infusion, Lore (Occult) counts as 2 higher for all pact spell rolls. Pact spells cast during Pact Infusion deal +1d6 bonus damage.

Perfect Symbiosis

While Pact Infusion and Eye of the Beholder are both active, the borrowed skill applies to all rolls rather than only pact-related ones.

Path of the Void

T1 · 1 CLA

Eldritch Blast

Gain an at-will eldritch blast: Once per turn, spend 1 AP fire eldritch energy at a target within 30m. Roll Lore (Occult) opposed by Reflex. On success, deal Physical damage equal to Lore (Occult) plus 1d6. Unlimited uses.

Eldritch Presence

Creatures hostile to you within 5m have Disadvantage on Resolve checks while you have at least one pact spell remaining to cast.

Alien Fortitude

Gain +1 to Fortitude. When you take Mental Stress points, reduce the amount by 1 (minimum 0).
T2 · 1 CLA

Eldritch Bomb Blast

Gain access to a unique ranged attack usable at will: Once per turn, spend 2 AP to fire a bomb of pure eldritch energy to an area with 5 meters diameter within 30m. Roll Lore (Occult) opposed by their Reflex. On success, deal Physical damage equal to your Lore (Occult) skill plus 2d6.

Dread Aura

Eldritch Presence radius extends to 10m and affected creatures also have Disadvantage on attack rolls against you for the first round of combat.

Unnatural Recovery

Once per scene as a free action, recover Mental Stress points equal to your Lore (Occult) skill multiplied by your Magic skill as your patron's essence restores your mind.
T3 · 1 CLA

Patron's Wrath

Once per session, spend 3 AP to call down your patron's wrath on all enemies within 20m. All hostile creatures in range make a Resolve defend roll against your Lore (Occult). On failure: they take damage equal to your Lore (Occult) skill plus 2d6, become Frightened of you for rounds equal to the margin of failure, and your Eldritch abilities gains +2 to all rolls against Frightened targets until the end of the scene.

Terror Made Flesh

During Patron's Wrath, Dread Aura applies to all creatures within 20m and they become Frightened for 1 round regardless of whether they succeeded on their Resolve check.

Patron's Vessel

While Patron's Wrath is active, Unnatural Recovery triggers automatically at the start of each of your turns at no cost for the duration.

Solid required progression · Dashed optional node requires the one above it