World of Farland
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The World of Farland

A D&D Setting Conquered by Evil

Sin Pact Warlock

Sin Pact Warlock

Patron Sins

Pride
Lust
Gluttony
Envy
Sloth
Greed
Wrath

High Level Sin Pact Powers
Sin Pact Warlock Eldritch Invocations

A Sinful Bargain

"I have the most powerful patron of all... a Lord of Sin."

You have done the unthinkable. You have willingly sided with the masters of the Dark Folk, and pledged your loyalty to a Lord of Sin. If you have made your pact in jest, it is far too late, because the power of the Sins is both intoxicating and insidious. You will never be the same again. Should others find out about your true status you will surely die, but if you are cunning and ruthless, you will wield power undreamed of.

Restrictions: Elves cannot make a pact with any Lord of Sin and thus cannot be Servants of Sin. The thought of willingly allying oneself with the Sins is unthinkable for the elhil, and furthermore, the protection of Tal-Allustiel prevents an elf from trafficking in the power of the Lords of Sin.

The Dark Will

As an agent of the Sins, all of this power comes at a steep price. Because you are inextricably linked to the Lords of Sin, you are under the power of the Dweller in the Vale, and also subject to the Dark Will that the Lords of Sin use to command their armies. While the Lords of Sin have limits with the orcs in terms of how they can command them, because of your unique connection to a Lord of Sin, you are much more susceptible to the control of the Dark Will, and the Lords of Sin can direct you to perform certain general tasks. If your Lord of Sin directs you to do something, and you wish to resist, you must make a DC 15-20 Wisdom save or be forced to perform the action, even if you do not wish it. The GM can adjust the DC based on how much energy the Sin is expending in making you perform the action.

The Nature of Evil

As an agent of the Lords of Sin, your very nature reflects their desires. Whatever your personality before the pact, you now feel compelled by the dark nature of the Sins to do what you might ordinarily not. Your new personality will in some way reflect the nature of the Sin with which you have made a pact. You and the GM can work out the exact details of how your character changes. For example, if you are a warlock of Greed, you might become covetous of material wealth and may look down on those weaker than yourself.

Deadly Patrons

Your patron is one of the Deadly Lords of Sin. Your initial powers as a Sin Pact Warlock will change depending on the Sin to which you owe allegiance. Remember that the Lord of Sin to whom you are you are allied will use you for his or her own purpose; he or she may even pit you against the other Lords of Sin, your country, or even your friends. The powers you gain at level 10 and 14 are common to all Warlocks of Sin.

Note that though they have ostensibly been slain, you can still make a pact with Pride, Lust, and Gluttony, for the Book of Seven contains the power of the Sins, and theoretically the Dweller could create another Lord of those Sins. Perhaps it could even be you, should you prove worthy.

The Lord of Pride

Lord of Pride. All rights reserved.

Expanded Spell List

The Lord of Pride 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 to you.

Spell Level Spells
1st command, thunderwave
2nd enhance ability, see invisibilty
3rd counter spell, slow
4th stone shape, stone skin
5th dispel evil and good, flame strike

Stalwart Champion

Starting at 1st level, your patron grants you the courage of his pride. When you are damaged by an attack, as a reaction you can gather up your inner store of willpower to press on. You gain temporary hit points equal to your warlock level + charisma modifier. You apply these temporary hit points before you apply the damage from the attack that provoked this reaction. You may not use your Stalwart Champion ability again until you have completed a short or long rest.

Lash Out

Starting at 6th level, when you are damaged by an attack, you may cast hellish rebuke without using a spell slot. You may not Lash Out again until you have completed a short or long rest.

The Lord of Lust

Lord of Lust. All rights reserved.

Expanded Spell List

The Lord of Lust 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 to you.

Spell Level Spells
1st disguise self, command
2nd alter self, flaming sphere
3rd fireball, protection from energy
4th dimension door, phantasmal killer
5th contact other plane, mislead

Alluring Power

Starting at 1st level, your patron grants you some of her irresistible allure. As a free action, you can gain advantage on a Charisma Saving Throw. Alternately, as a bonus action, you can gain advantage on a Charisma check. You may not use your Alluring Power again until you have completed a short or long rest.

Bound Servant

Starting at 6th level, you can cast the spell dominate person without components. You cannot use your Bound Servant ability again until you complete a long rest.

The Lord of Gluttony

Lord of Gluttony

Expanded Spell List

The Lord of Gluttony 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 to you.

Spell Level Spells
1st fog cloud, inflict wounds
2nd gust of wind, warding bond
3rd animate dead, haste
4th greater invisibility, phantasmal killer
5th geas, telepathic bond

Feed on the Living

Starting at 1st level, your patron grants you the hunger of his undeath. As an action, you may touch a living creature, which must make a Charisma saving throw against your Warlock spell save DC. The creature takes damage equal to your warlock level plus your Charisma modifier on a failed save, or half that amount on a success. You heal an equivalent number of hit points. You may not Feed on the Living again until you have completed a short or long rest.

Insatiable Hunger

Starting at 6th level, you can confer some of your patron’s limitless hunger on a hapless victim. As an action, choose a living creature you can see that needs to eat. The target must succeed at a Wisdom saving throw against your Warlock spell save DC or become weak with hunger. It suffers disadvantage on all Strength and Constitution saving throws and skill checks. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

The Lord of Envy

The Lord of Envy

Expanded Spell List

The Lord of Envy 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 to you.

Spell Level Spells
1st command, cure wounds
2nd enhance ability, spiritual weapon
3rd mass healing word, spirit guardians
4th death ward, divination
5th flame strike, mass cure wounds

Jealous Imitation

Starting at 1st level, your hatred of others outdoing you drives you to greater heights. You can add your proficiency bonus to an ability check you make that doesn't already include your proficiency bonus, and you also gain advantage on the roll. You cannot use your Jealous Imitation ability again until you have completed a short or long rest.

Imitate Magic

At 6th level, you learn two spells from any spell list. They must be spells of a level you can cast, as shown on the Warlock table, or cantrips. The chosen spells count as Warlock spells, but do not count against the number of spells you know. When you reach 10th level, you can, if you wish, forget these two spells and learn two new spells according to the above rules.

The Lord of Sloth

The Lord of Sloth

Expanded Spell List

The Lord of Sloth 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 to you.

Spell Level Spells
1st shield, sleep
2nd acid arrow, ray of enfeeblement
3rd protection from energy, slow
4th confusion, polymorph
5th cone of cold, wall of force

Torpor

Starting at 1st level, you can target a creature you can see within 30 feet. Until the end of the creature's next turn, it suffers disadvantage on all dexterity checks and saving throws and its speed is halved, as its reactions and movement become sluggish. You cannot use Torpor again until you complete a short or long rest.

Quagmire

At 6th level, you radiate lethargy. As an action, target a number of creatures equal to your proficiency modifier that you can see within 30 feet. Those enemies must succeed at a Wisdom saving throw against your Warlock spell save DC or be stunned until the end of your next turn. When you use your quagmire ability, all terrain within 30 feet of you is treated as difficult terrain for everyone except you until the end of your next turn. You cannot use your quagmire ability again until you have completed a long rest.

The Lord of Greed

Greed

Expanded Spell List

The Lord of Greed 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 to you.

Spell Level Spells
1st burning hands, floating Disk
2nd flaming Sphere, arcane Lock
3rd fireball, meld Into Stone
4th wall of fire, fire shield
5th hold monster, wall of stone

Fire Breath

Starting at 1st level, you can use your action to exhale fire in a 15-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw against your Warlock spell save DC. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. When you use your fire breath, you can resitance to fire damage until the end of your next turn. After you use your fire breath, you can’t use it again until you complete a short or long rest.

Steal Energy

At 6th level, you can use the greed of your patron to steal the energy of others. Choose a target within 30 feet of you that you can see. The target must succeed at a Charisma saving throw against your Warlock spell save DC. If it fails, you can choose to deal the target 4d6 plus your Warlock level in necrotic damage; you regain an equal number of hit points. Alternately, you can choose to cause the target to spend one spell slot of up to its highest level available. The spell slot is lost as if the target had cast the spell, although it does not actually cast the spell. You regain a spell slot of the same level or lower. You cannot use Steal Energy again until you complete a long rest.

The Lord of Wrath

Lord of Wrath

Expanded Spell List

The Lord of Wrath 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 to you.

Spell Level Spells
1st bane, burning hands
2nd enlarge/reduce, scorching ray
3rd counterspell, lightning bolt
4th freedom of movement, wall of fire
5th planar binding, telekinesis

Rage of Bakahul

Starting at 1st level, your patron grants you some of his wrath. As a bonus action, you may enter the Rage of Bakahul. Until the end of your next turn, you gain advantage on strength checks and strength saving throws; you gain resistance to bludgeoning, piercing, and slashing damage; and you add a +2 bonus to damage rolls that you make (this bonus increases to +3 at level 9 and +4 at level 16). You may cast spells and concentrate on spells while in the Rage of Bakahul. You cannot enter your Rage of Bakahul again until you have completed a short or long rest.

Shield of Wrath

Starting at 6th level, you may wield the wrath of your patron as a shield. As a reaction to an attack, you may cast Fire Shield without components; the effects of the Fire Shield apply to the triggering attack. You may not use Shield of Wrath again until you have completed a long rest.

High Level Sin Pact Powers

Dark Resilience

Starting at 10th level, the power of the Sins has begun to alter you. Your appearance or manner changes and you become resistant to a certain form of energy according to the following table:

Deadly Lord Appearance Resistance
Pride beard or bald head thunder
Lust small horns poison
Gluttony pale skin or increased weight necrotic
Envy dark skin, pale hair psychic
Sloth slow speech acid
Greed reddish skin or scales fire
Wrath burning eyes lightning

You also gain immunity to fear effects and advantage on saving throws versus charm and enchantment. Little scares you, and you have only one master.

Exert the Dark Will

Starting at 14th level, your years of service to the Lords of Sin have made you their champion and a master of their power. You can channel the Dark Will to command nearby Dark Folk to do your bidding. You can cast mass suggestion without components. When you use Exert the Dark Will to cast mass suggestion, it only affects orcs, oluk orcs, kobolds, goblins, and hobgoblins. The Dark Folk need to be in range of the spell but do not need to be able to see, hear, or understand you, as you may convey your suggestion telepathically in a way that they are bound to understand. Your telepathic suggestion can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You cannot Exert the Dark Will again until you have completed a long rest.

SIN PACT ELDRITCH INVOCATIONS

The following Eldritch Invocations are only available to Sin Pact warlocks. If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Elemental Blast

By channeling the energy of your Sin, you may change your eldritch blast damage type from force to the energy of the Sin with whom you've made a pact. If you have made a pact with Pride, your damage may become thunder; if with Lust, your damage may become psychic; if with Gluttony, your damage may become necrotic; if with Envy, your damage may become cold; if with Sloth, your damage may become acid; if with Greed, your damage may become fire; and if with Wrath, your damage may become lightning.

Cloak of Obfuscation

Prerequisite: 7th level
As a Servant of Sin, it is imperative others know not of your true intentions. The Cloak of Obfuscation hides your true alignment and thoughts from those that might pry where they shouldn't. Whenever you are affected by a spell that detects an alignment, you may choose what alignment you give off. If you are the target of any effect that would read your mind or seek out your true intentions, you can choose what kind of information the spell caster receives, if any. You also gain advantage on Wisdom saving throws if you become the target of a divination spell.

Improved Bound Servant

Prerequisite: Pact with the Lord of Lust, 11th level
Your usage of Bound Servant does not require concentration.

Improved Lash Out

Prerequisite: Pact with the Lord of Pride, 6th level
You may use your lash out ability a number of times equal to your charisma modifier. You regain all expanded uses after you complete a long rest.

Improved Insatiable Hunger

Prerequisite: Pact with the Lord of Gluttony, 6th level
While under the affect of Insatiable Hunger, the target creature is slowed as per the spell and cannot take reactions.

Improved Jealous Imitation

Prerequisite: Pact with the Lord of Envy, 6th level
Your drive to succeed has grown; you may now use Jealous Imitation a number of times per day equal to your charisma modifier. You regain one usage of Jealous Imitation when you complete a short rest and all uses after you complete a long rest.

Improved Torpor

Prerequisite: Pact with the Lord of Sloth, 6th level
Your Torpor ability now lasts for one minute; targets affected by your Torpor gain an additional saving throw against it each time they take damage, ending the Torpor on a success.

Improved Rage of Bakahul

Prerequisite: Pact with the Lord of Wrath, 11th level
Your Rage of Bakahul now lasts a number of rounds equal to your charisma modifier.

Improved Steal Energy

Prerequisite: Pact with the Lord of Greed, 11th level
When you use the Steal Energy feature, you deal the target 4d6 plus your Warlock level in necrotic damage; you regain an equal number of hit points. You also cause the target to spend one spell slot of up to its highest level available. The spell slot is lost as if the target had cast the spell, although it does not actually cast the spell. You regain a spell slot of the same level or lower. You cannot use Steal Energy again until you complete a long rest.

Overwhelming Sin

Prerequisite: 11th level
You have mastered the insidious influence of the Sins. As an action, a creature within 60 feet of you who can see and understand you is suddenly overcome with feelings guided by the Sin to whom you are bound, according to the details below. Once you use this feature, you can't use it again until you have completed a short or long rest.

Pact with the Lord of Pride. One creature within 60 feet of you that can see and hear you must succeed at a Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. The target can save again at the end of each of its turns, ending the effect on a success.
Pact with the Lord of Pride. One creature within 60 feet of you that can see and hear you must succeed at a Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. The target can save again at the end of each of its turns, ending the effect on a success.
Pact with the Lord of Lust. A target within 60 feet of you becomes overcome with amorous feelings. It must succeed on a Wisdom saving throw or spend its next action attempting to do nothing but grapple and embrace one of its allies.
Pact with the Lord of Gluttony. A creature within 60 feet of you is suddenly afflicted with extreme hunger. The creature must succeed at a Constitution saving throw or gain one level of exhaustion. A level of exhaustion can be removed if the creature consumes the equivalent of one day's worth of rations. This effect cannot cause a creature to progress beyond the 4th level of exhaustion.
Pact with the Lord of Envy. You target one creature you can see within 60 feet. The target can't regain hit points until initiative count 1 of the next round.
Pact with the Lord of Sloth. One creature you can see within 60 feet of you must succeed on a Constitution saving throw or fall unconscious until it takes damage or someone uses an action to shake or slap it awake. The target can save again at the end of each of its turns, regaining consciousness on a success.
Pact with the Lord of Greed. A creature you can see within 60 feet of you is struck with an overwhelming feeling of avarice. It must succeed on a Wisdom saving throw or spend its next action doing everything it can (short of violence) to possess the most valuable possession of its nearest ally.
Pact with the Lord of Wrath. A creature you can see within 60 feet of you must succeed on a Wisdom saving throw or become enraged. On its next turn, the creature uses its action to make a melee or ranged attack against a randomly determined ally within its reach or range. If there is no ally within its reach or range, the creature does nothing on its turn.