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

Warlock

Subclass of Mystic

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 instead of Magic for any roll involving your pact spells.

Path of the Pact

T1 · 1 CLA

Pact Magic

Gain one pact spell of each level up to your Lore rating. You can cast each pact spell once without spending Mana. You regain one of these free castings on a short rest and all of them on a long rest. You can also cast a pact spell with Mana as normal. The spells cannot be changed unless you reforge the bond.
Optional · 1 CLA

Eldritch Reservoir

Gain 2 additional free castings of your pact spells per long rest, distributed among your known pact spells as you choose.
Optional · 1 CLA

Patron's Favor

Once per scene, when you fail a roll with Lore 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.
Optional · 1 CLA

Deep Pact

You can spend two free castings on one pact spell. It then deals +1d6 damage, or, if it deals no damage, its duration is doubled.
Optional · 1 CLA

Borrowed Might

When Eye of the Beholder is active, also borrow the target's second-highest skill if your Lore 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), Patron's Brand (your attacks reduce the target's Physical and Elemental Defense by 2 until the end of your next turn, cannot be stacked), or Patron's Hunger (when you deal damage, recover stress points equal to half the damage dealt, rounded down).
Optional · 1 CLA

Patron Ascendant

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

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 opposed by Reflex. On success, deal Physical damage equal to Lore plus 1d6. Unlimited uses.
Optional · 1 CLA

Eldritch Presence

Creatures hostile to you within 5m have Disadvantage on Resolve checks while you have at least one pact spell remaining to cast.
Optional · 1 CLA

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 opposed by their Reflex. On success, deal Physical damage equal to your Lore skill plus 2d6.
Optional · 1 CLA

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.
Optional · 1 CLA

Unnatural Recovery

Once per scene as a free action, recover Mental Stress points equal to twice your Lore 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. On failure: they take damage equal to your Lore 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.
Optional · 1 CLA

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.
Optional · 1 CLA

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.

Every node costs 1 CLA; your first root is free · Solid required progression · Dashed optional node requires the one above it